TEXT: 	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  PLACES OF POWER:  
  RAGING SWAN PRESS 
  BEACON PROMONTORY 
  
   
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  PLACES OF POWER: BEACON PROMONTORY 
  Beacon	Promontory	arose	from	the	watery	grave	of	Beacon	Cove	after	a	ferocious	storm	submerged	the	village.	The	handful	of	doughty	
  northerners	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,	but	they	feel	they	have	a	
  duty	to	seafarers	who	become	stranded	along	the	reshaped	coastline.	However,	the	truly	insane	person	may	be	the	lighthouse	keeper	who	
  believes	the	deluge	was	a	precursor	to	an	invasion	from	beneath	the	waves.	
  Designed	for	use	with	the	5th	edition	of	the	world’s	most	popular	roleplaying	game.	
  	
  C R E D I T S  
  Design:	Mike	Welham	
  Development:	Creighton	Broadhurst	
  Art:	William	McAusland,	Matt	Morrow	and	Maciej	Zagorski	(The	
  Forge	Studio).	Some	artwork	copyright	William	McAusland,	
  used	with	permission.	
  Cartography:	Maciej	Zagorski	(The	Forge	Studio)	
  ©Raging	Swan	Press	2017.	
  	
  The	moral	right	of	Mike	Welham	to	be	identified	as	the	author	of	
  this	 work	 has	 been	 asserted	 in	 accordance	 with	 the	 Copyright	
  Designs	and	Patents	Act	1988.		
  	
  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.	
  	
  C O N T E N T S  
  Beacon	Promontory	At	a	Glance	..................................................	2	
  Notable	Locations	........................................................................	4	
  Support	Raging	Swan	Press	..........................................................	7	
  OGL	V1.0A	....................................................................................	7	
  	
  Product	Identity:	All	trademarks,	registered	trademarks,	proper	
  names	(characters,	deities,	artefacts,	places	and	so	on),	dialogue,	
  plots,	 storylines,	 language,	 incidents,	 locations,	 characters,	
  artwork	and	trade	dress	are	product	identity	as	defined	in	the	
  Open	Game	License	version	1.0a,	Section	1(e)	and	are	not	Open	
  Content.	
  	
  Open	Content:	Except	material	designated	as	Product	Identity,	
  the	contents	of	Places	of	Power:	Beacon	Promontory	are	Open	
  Game	 Content	 as	 defined	 in	 the	 Open	 Gaming	 License	 version	
  1.0a	 Section	 1(d).	 No	 portion	 of	 this	 work	 other	 than	 the	
  material	designated	as	Open	Game	Content	may	be	reproduced	
  in	any	form	without	written	permission.	
  	
  To	learn	more	about	the	Open	Game	License,	visit	
  wizards.com/d20.	
  	
  	
  
  2	
  B E A C O N  P R O M O N T O R Y  A T  A  G L A N C E  
  Ruler	Vanya	Colvin	
  Population	19	(11	humans,	2	dwarves,	3	half-elves,	3	halflings)	
  Alignments	N	
  Languages	Aquan,	Common	
  Resources	&	Industry	Fishing,	safe	shipping	
  Beacon	Cove	was	a	prosperous	fishing	village	and	a	port	of	call	
  for	 large	 ships	 embarking	 on	 or	 returning	 from	 sea	 voyages.	
  Three	years	ago,	the	rainy	season	arrived	and	storms	dumped	an	
  unprecedented	amount	of	water	on	the	village.	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	the	area.	A	few	hardy	folks	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	village.	
  L O R E  
  A	PC	may	know	something	about	Beacon	Promontory,	its	history	
  and	surrounds.	A	PC	making	a	DC	10	Intelligence	check	knows	
  one	 or	 more	 pieces	 of	 information	 from	 the	 list	 below.	 A	
  successful	 check	 gains	 all	 the	 information	 revealed	 by	 a	 lesser	
  check.		
  	
  DC	10:	Beacon	Promontory	is	a	remnant	of	a	previous	village,	
  but	the	lighthouse	still	stands	and	is	more	relevant	than	ever	in	
  warning	ships’	crews	about	the	dangerous	shoreline.	
  	
  DC	15:	An	unnatural	deluge	wiped	out	Beacon	Cove.	
  	
  DC	20:	Some	villagers	drowned	mysteriously	and	tales	from	
  fleeing	villagers	mention	tentacled	beasts	lurking	in	the	night.	
  N O T A B L E  F O L K  
  Most	 of	 the	 population	 are	 nothing	 more	 than	 ordinary	
  individuals.		
  § 
  Appearance	All	the	locals	are	proud	of	their	weatherworn	skin	
  and	calloused	hands.	
  § 
  Dress:	Villagers	dress	for	the	weather	and	often	wear	raincoats	
  even	when	the	sun	is	shining.	
  § 
  Nomenclature:	 male	 Felgrim,	 Jorm,	 Yander;	 female	 Cass,	
  Filipa,	Maggie;	family	Colvin,	Dever,	Turkel.	
  Some	of	the	inhabitants,	however,	are	notable:	
  Cass	 Dever	 (location	 1;	 N	 female	 human	 commoner)	 Cass	
  maintains	and	guard	Promontory	Bridge.	
  Felgrim	 Colvin	 (location	 8	 and	 10;	 N	 male	 dwarf	 commoner)	
  Felgrim	fanatically	tends	the	lighthouse’s	light.	
  Maggie	Turkel	(location	2;	N	female	halfling	guard)	Maggie	is	the	
  chief	blacksmith	for	the	area.	
  Vanya	Colvin	(location	3;	N	female	dwarf	cleric	6)	The	village’s	
  spiritual	leader	is	now	leader	of	Beacon	Promontory.	
  M A R K E T P L A C E  
  The	following	items	are	for	sale:	
  § 
  Consumables:	scroll	of	light	(50	gp),	scroll	of	water	breathing	
  (400	gp)	
  § 
  Miscellaneous:	ring	of	swimming	(500	gp),	wind	fan	(250	gp)	
  Additionally,	the	following	services	are	available:	
  § 
  Crafting:	Fishing	gear,	nets	and	water-related	weapons	(fishing	
  spears,	harpoons	and	tridents).	
  E V E N T S  
  While	 the	 PCs	 are	 at	 Beacon	 Promontory,	 one	 or	 more	 of	 the	
  below	events	may	occur.	Choose	or	determine	randomly:	
  D6	
  EVENT	
  1	
  A	glowing	green	pearl	washes	up	on	shore.	
  2	
  Several	lacedons	emerge	from	the	northern	waters	and	
  approach	the	village.	
  3	
  Writhing	 tentacles	 (as	 black	 tentacles)	 surround	 the	
  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.	
  5	
  The	lighthouse’s	light	begins	to	flash	intermittently.	
  6	
  Hundreds	of	dead	fish	float	to	the	surface	near	the	dock.	
   
  W H I S P E R S  &  R U M O U R S  
  While	 in	 Beacon	 Promontory,	 a	 PC	 may	 hear	 one	 or	 more	
  rumours.	 A	 PC	 making	 a	 DC	 10	 Charisma	 check	 learns	 one	
  rumour	from	the	table	below.	A	PC	exceeding	this	check	learns	
  an	additional	rumour	for	each	5	points	by	which	he	exceeded	DC	
  10.		
  D6	
  RUMOUR	
  1	
  Most	fish	from	recent	hauls	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	 upon	 us	 soon;	 Vanya	 has	 been	
  praying	fervently	to	keep	the	downpours	to	a	minimum.	
  4*	
  I	saw	a	ghostly	ship	hovering	above	the	lighthouse.	
  5	
  Felgrim	 is	 looking	 for	 an	 apprentice	 to	 eventually	 take	
  over	as	lighthouse	keeper,	so	he	can	help	his	wife,	Vanya.	
  6	
  Even	on	cloudless	days,	lightning	strikes	the	lighthouse	at	
  the	same	time	of	day.	
  *False	rumour	
  
  3	
  N O T A B L E  L O C A T I O N S  
  Most	of	Beacon	Promontory	comprises	locations	of	little	interest	
  to	adventurers.	A	few	locations,	however,	are	notable:	
  1. Promontory	 Bridge:	 This	 hastily	 built	 bridge	 is	 the	 only	 safe	
  approach	to	Beacon	Promontory	by	land.	It	is	rickety	and	only	
  usable	by	pedestrians.		
  2. Hooks	and	Gaffs:	Maggie	Turkel	spends	most	of	her	time	here	
  crafting	 fishing	 gear	 and	 the	 occasional	 weapon	 or	 suit	 of	
  armour.	
  3. Sea	 Queen’s	 Blessing:	 Everyone	 from	 Beacon	 Promontory	
  comes	here	to	at	least	give	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	nearby.	
  5. Sea	Bounty	Inn:	Optimism	prompted	the	rebuilding	of	the	Sea	
  Bounty	Inn,	a	near-identical	replica	of	the	building	in	Beacon	
  Cove;	it	stands	mostly	empty	due	to	lack	of	visitors.		
  6. Makeshift	Dock:	There	are	enough	ships	stopping	near	Beacon	
  Promontory	to	require	this	dock.	It	cannot	accommodate	full-
  sized	ships,	but	can	moor	rowboats	from	those	ships.	
  7. Lighthouse	 Entrance:	 Paranoia	 about	 the	 circumstances	
  surrounding	Beacon	Cove’s	fall	prompt	the	remaining	group	to	
  set	a	guard	at	the	lighthouse’s	entrance.	
  8. Lighthouse	Ground	Floor:	During	the	day,	when	Felgrim	isn’t	
  making	 repairs	 or	 assisting	 Vanya,	 he	 can	 be	 found	 here	
  sleeping	or	eating.	
  9. Hidden	 Storage:	 A	 secret	 door	 known	 only	 to	 Felgrim	 and	
  Vanya	 hides	 staple	 goods	 and	 a	 few	 weapons.	 If	 Beacon	
  Promontory	comes	under	siege,	the	Colvins	plan	to	shelter	the	
  residents	in	this	hidden	area.	
  10. Lighthouse	 Lamp:	 Arguably	 the	 most	 important	 feature	 of	
  Beacon	Promontory,	Felgrim	has	ensured	the	lamp’s	light	has	
  remained	constant	for	the	years	he	has	been	keeper.	
  	
   
  
  4	
  N O T A B L E  L O C A T I O N S  
  1 :  P R O M O N T O R Y  B R I D G E  
  This	bridge	provides	the	only	landward	safe	passage	to	Beacon	
  Promontory.	The	remaining	inhabitants	of	Beacon	Cove	worked	
  together	to	strip	drier	planks	for	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	water	refuses	to	recede,	making	
  the	bridge	a	vital	component	for	reaching	the	mainland.	
  	
  Cass	 Dever	 (N	 female	 human	 commoner)	 has	 undertaken	
  the	task	of	bolstering	the	bridge	and	watches	the	approaches	for	
  invaders	 (Felgrim	 Colvin	 has	 effectively	 convinced	 her	 about	
  otherworldly	 beings	 threatening	 to	 take	 over	 the	 land	 they	
  flooded).	After	the	flood,	she	stayed	behind	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.	Her	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.	 Cass	 is	 warm	
  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 :  H O O K S  A N D  G A F F S  
  Occupying	 the	 highest	 and	 driest	 spot	 around	 Beacon	
  Lighthouse,	the	forge	tended	by	Maggie	Turkel	(N	female	halfling	
  guard)	 and	 a	 pair	 of	 teenage	 helpers	 (human	 commoner)	
  produces	metal	fishing	gear	(mostly	hooks,	poles	and	suchlike).	
  Of	late,	however,	Felgrim	has	insisted	Maggie	shift	her	focus	to	
  weapons	 and	 armour,	 since	 he	 Is	 convinced	 of	 an	 imminent	
  attack	from	the	sea.	He	also	procured	a	shipment	of	cold	iron	
  and	asked	her	to	expedite	harpoons	for	his	use.	During	normal	
  days,	Maggie	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	 the	 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	 the	 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	a	25	percent	hike.	
  3 :  S E A  Q U E E N ’ S  B L E S S I N G  
  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	(but	also	known	more	widely	as	the	
  Mistress	of	Storms).	When	she	seemingly	refused	to	respond	to	
  their	pleas	for	aid,	many	villagers	turned	away	from	worshipping	
  her	 before	 abandoning	 the	 village	 altogether.	 Vanya	 Colvin	 (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	relocating	the	Sea	Queen’s	temple	nearer	to	
  the	lighthouse,	sunlight	broke	through	the	clouds	and	the	rain	
  stopped.	Vanya	took	this	event	as	a	sign	of	the	goddess’s	favour	
  and	has	used	it	to	begin	restoring	faith	among	her	people.	As	the	
  unifying	 force	 for	 Beacon	 Promontory	 she	 because	 the	 mayor	
  after	the	incumbent	fled	the	village.	Fortunately,	the	close-knit	
  nature	 of	 the	 small	 group	 on	 the	 rocks	 surrounding	 the	
  lighthouse	 and	 the	 decrease	 in	 arriving	 boats	 make	 her	 job	
  easier,	allowing	her	to	devote	much	time	to	worship.	
  4 :  G E N E R A L  S U P P L Y  A N D  S A L V A G E  
  The	 General	 Supply	 was	 the	 largest	 building	 in	 Beacon	 Cove.	
  With	 fewer	 ships	 arriving,	 and	 the	 lack	 of	 space	 around	 the	
  lighthouse,	the	supply	store	is	one	quarter	its	former	size.	Filipa	
  Shrayer	(N	female	human	commoner)	manages	the	place,	taking	
  over	from	her	parents	whose	ill-health	forced	them	to	flee	the	
  village’s	damp	environs.	She	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	the	side	business	of	salvaging	
  shipwrecks	 she	 and	 her	 brother	 Thom	 (LN	 male	 human	
  commoner)	have	started.	In	cases	where	all	crew	were	lost,	she	
  claims	 rights	 to	 all	 material	 goods.	 For	 survivors	 who	 have	 no	
  stomach	to	return	to	their	ships,	she	offers	a	hefty	recovery	fee	
  (typically	25	percent	of	the	bounty’s	worth).	
  I N  Y O U R  C A M P A I G N  
  Beacon	Promontory	serves	as	a	bastion	in	a	northern	seaside	
  beset	by	continuous	rain.	It	is	a	lonely	place,	cut	off	from	the	
  rest	 of	 civilization	 due	 to	 the	 flooding	 which	 thwarts	
  overland	 travel	 and	 the	 newly	 treacherous	 water	 driving	
  ships	away.	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	
  Felgrim	 Colvin	 claims	 have	 instigated	 the	 region’s	 plight.	
  Alternatively,	 the	 PCs	 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	
  5 :  S E A  B O U N T Y  I N N  
  Another	 business	 casualty	 of	 the	 flooding,	 the	 Sea	 Bounty	 Inn	
  once	 provided	 accommodations	 for	 up	 to	 30	 visitors	 but	 can	
  now	comfortably	sleep	only	ten.	A	small	tavern	adjoins	the	inn,	
  where	workers	and	travellers	alike	gather.		
  § 
  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;	available	villagers	fill	in	to	
  serve	guests	during	the	day.	At	night,	if	the	inn	has	
  guests,	 one	 of	 the	 residents	 stays	 in	 the	
  common	room	to	question	anyone	coming	
  and	 going,	 usually	 with	 a	 warning	
  about	 frightful	 monsters	 emerging	
  from	the	water	at	night.	
  6 :  M A K E S H I F T  D O C K  
  With	 ships	 arriving	 outside	 the	
  now	submerged	rocky	boundary	to	
  the	 cove	 and	 sometimes	 wrecking	
  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	traverse	the	water	just	beyond	the	dangerous	rocks	
  to	warn	ship’s	captains	about	the	threat	and	guide	smaller	boats	
  to	 Beacon	 Promontory.	 The	 patrols	 cease	 their	 activities	 one	
  hour	before	dusk,	so	they	don’t	get	caught	in	open	water	after	
  dark.	
  	
  After	 Cass	 Dever	 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	Cass’s	attention	away	
  from	the	bridge	to	rebuild	the	dock.	It	was	this	latest	destruction	
  which	 helped	 Felgrim	 convince	 Cass	 of	 a	 greater	 threat	 to	 the	
  Promontory’s	residents.	
  7 :  L I G H T H O U S E  E N T R A N C E  
  The	lighthouse	entrance	is	guarded	day	and	night	
  by	a	rotating	group	of	villagers.	The	door	into	
  the	 lighthouse	 requires	 a	 20-foot-tall	
  ladder	 to	 reach,	 and	 Felgrim	 Colvin	
  (N	 male	 dwarf	 commoner)	 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	Vanya	to	enter.	When	
  he	 does	 leave	 the	 lighthouse,	 he	 only	
  does	 so	 to	 perform	 “inspections”	 of	 the	
  guards,	 asking	 them	 bizarre	 questions	 and	
  requiring	an	examination	of	their	mouths.	Most	
  of	 the	 residents	 are	 convinced	 Felgrim	 is	 overly	
  stressed	 because	 of	 the	 lighthouse’s	 increased	
  importance	to	warn	off	ships	from	the	dangers	presented	by	the	
  transformed	 shoreline,	 so	 they	 put	 up	 with	 his	 strange	
  behaviour.	
   
  D A I L Y  L I F E   
  Life	was	already	rigorous	for	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.	 Many	
  residents	also	travel	out	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,	 fishing	 takes	 place	 at	 ever	 distant	
  locations.	 The	 more	 frequent	 incidents	 of	 shipwrecks	 also	
  add	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	 feel	 a	 sense	 of	 duty	 to	 one	
  another	 and	 to	 the	 ships’	 captains	 and	 crews	 who	 rely	 on	
  them	to	maintain	the	lighthouse	and	provide	respite.	
  S E R A T  
  CN	goddess	of	the	sea,	storms	and	voyages	
  	
  Epithets:	Mistress	of	Storms,	the	Uncaring	
  	
  Symbol:	A	cresting	wave	
  	
  Domain:	Tempest	
  	
  Favoured	Weapon:	Trident	
  	
  Holy	Text:	Book	of	Tides	
  	
  Additional	 Notes:	 As	 wild	 and	 unpredictable	 as	 the	 sea,	
  sailors,	merchants	and	pirates	alike	placate	Serat	with	glittering	
  gifts	to	guarantee	a	safe	voyage.	Some	believe	Serat	to	be	the	
  physical	embodiment	of	the	sea	while	others	believe	she	dwells	
  in	 a	 glittering,	 crystal	 city	 far	 beneath	 the	 waves.	 During	
  services,	 offerings	 are	 cast	 into	 the	 sea.	 Her	 priests	 are	 often	
  shipwrights,	navigators	or	sea	captains.	
  
  6	
  8 :  L I G H T H O U S E  G R O U N D  F L O O R  
  Felgrim	Colvin	spends	most	of	the	daylight	hours	here	when	he	
  isn’t	repairing	the	lamp	or	fastidiously	reviewing	the	stores	in	his	
  hidden	 storage.	 He	 keeps	 a	 journal	 of	 ships	 he	 sees	 arrive	 at	
  night,	 but	 he	 has	 hidden	 it	 under	 a	 hatch	 (DC	 20	 Wisdom	
  [Perception]	 locates).	 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	 creatures	 within	 their	 bodies	 which	 control	 their	
  minds.	
  9 :  H I D D E N  S T O R A G E  
  This	storage	area	holds	enough	supplies	to	house	the	village	for	
  a	week.	Felgrim	added	this	hidden	space	himself	as	part	of	his	
  growing	paranoia	induced	when	the	area	began	flooding.	Finding	
  the	 entrance	 requires	 a	 DC	 25	 Wisdom	 (Perception)	 locates	
  check,	and	Felgrim	has	barred	it	with	a	sophisticated	lock	(DC	25	
  Dexterity	 opens).	 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	(DC	30	Wisdom	[Perception]	locates	spots)	beneath	the	
  lighthouse	 lamp.	 Felgrim’s	 duty	 to	 the	 ships	 passing	 near	 or	
  travelling	to	Beacon	Promontory	outweighs	his	mania.	
  1 0 :  L I G H T H O U S E  L A M P  
  Felgrim	obsesses	over	Beacon	Promontory’s	most	vital	piece	of	
  equipment.	When	he	took	over	as	lighthouse	keeper	he	vowed	
  to	 never	 let	 the	 light	 extinguish,	 and	 he	 adhered	 to	 that	 vow	
  even	when	the	land	around	the	lighthouse	flooded	and	many	of	
  the	 inhabitants	 fled.	 The	 floods	 make	 the	 sea	 even	 more	
  treacherous,	 as	 the	 formerly	 dry	 ground	 and	 ruined	 buildings	
  lurk	just	below	the	surface,	waiting	to	breach	passing	ships.	
  	
  Even	 when	 Felgrim	 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	
  intended	 to	 pass	 on	 his	 knowledge	 of	 the	 lighthouse’s	 inner	
  workings	to	his	child.	
  	
   
  
  7	
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  O G L  V 1 . 0 A  
  The	following	text	is	the	property	of	Wizards	of	the	Coast,	Inc.	and	is	Copyright	2000	Wizards	of	the	Coast,	Inc	("Wizards").	All	Rights	Reserved.	
  	
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  15	COPYRIGHT	NOTICE:	Open	Game	License	v	1.0	©2000,	Wizards	of	the	Coast,	Inc.	
  	
  Open	Game	License	v1.0a.	Copyright	2000,	Wizards	of	the	Coast	Inc.	
  	
  System	Reference	Document	5.0	Copyright	2016,	Wizards	of	the	Coast,	Inc.;	Authors	Mike	Mearls,	Jeremy	Crawford,	Chris	Perkins,	Rodney	Thompson,	Peter	Lee,	James	Wyatt,	Robert	J.	Schwalb,	Bruce	
  R.	Cordell,	Chris	Sims,	and	Steve	Townshend,	based	on	original	material	by	E.	Gary	Gygax	and	Dave	Arneson.		
  	
  Places	of	Power:	Beacon	Promontory.	©Raging	Swan	Press	2017;	Author:	Mike	Welham.	
  
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SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Raging Swan Press/Places of Power - Beacon Promontory.pdf