Places of Power: Fort Vigil

As night falls and the moon’s pale light begins to shine, an aging knight takes up watch on the walls of a humble fort. Silver figures drift through the clearing below, shining brightly amidst shadow and vanishing in the moonlight. The waters of the nearby lake turn black as the darkened sky, but the stars on its surface are not the same as the ones above: these stars are a path of shimmering dust, and a woman shrouded in grey walks them, emerging from the lake to extend her hand to the vigilant knight far above.

 

This is the true nature of Fort Vigil, humble as it seems by day. The small fort is only manned by a token force and seen as a soft retirement for the honourable Sir Arnhelm, but it is far more than that. Ghosts haunt the fort and its woods, some clinging to purpose and duty, others mad and unable to rest. With the guidance of the oldest ghost of them all, the Medium of the Lake, Sir Arnhelm speaks to each ghost in turn to give them what peace he can. But the Medium struggles to maintain her humanity, and the number of restless spirits only seems to grow.

Notable Locations

Most of Fort Vigil comprises locations of no interest to adventurers. A few locations, however, are exceptional:

  1. The Clear: Soldiers refer to the idyllic meadow surrounding the fort as the Clear since it is an opening in the otherwise wooded landscape. The Clear is quiet by day and has a few farms and garden plots scattered over it. By night it is haunted by ghosts.
  2. Gatehall: Entering Fort Vigil requires passing through the stout door and the guards of the fort’s combination gatehouse and main hall. Sir Arnhelm’s office is on the second floor and gives him a vantage point to watch the bridge and entrance. The main hall, also the dining hall, is almost a separate building, connected only by a stone hallway to the gatehouse structure.
  3. Chapel of the Vigilant Saints: Named after the order that constructed it, the chapel is serene and solemn. It is not dedicated to any one faith or god, serving as a place of contemplation for all. Statues of saints and engravings of heroes and their deeds cover the walls, and at night their lingering spirits whisper to anyone willing to listen to them.
  4. Living Quarters: Fort Vigil’s largest building houses its barracks and living quarters. Most of it is taken up by rooms and beds, but there is also communal space where off-duty guards spend much of their time gambling, swapping stories and playing games. Od Wray is a guard who spends more time here than he should, but his fellows overlook it because he keeps things lively and interesting.
  5. Training Yard: The ground floor of the tallest tower and the yard in front of it are dedicated to daily exercise and military training. The yard is little more than a flat area of packed earth, but the tower has a small armoury and space for sparring. Signy Brandor, a new recruit, spends an inordinate amount of time here practicing. By night the spirit Watchman prowls, challenging and sparring with anyone who passes through.
  6. Wealdmere: The waters of the Wealdmere are clear as glass and unnaturally still. Though all of the area is said to be haunted, the most pervasive rumours and stories are about the lake. Even by day an unseen presence can be felt around it, and by night the Medium walks through its depths and upon the surface, guarding the lake from other spirits.

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A Pathfinder Roleplaying Game Compatible GM’s Resource by Amber Underwood

Released 16 April 2018; Pages 12

PDF ($3.45) d20pfsrd, DriveThruRPG, Paizo, RPGNow, Warehouse 23

Download a Free Sample Fort Vigil at a Glance

 

 

A 5e Compatible GM’s Resource by Amber Underwood

Released 16 April 2018; Pages 12

PDF ($3.45) DriveThruRPG, RPGNow

Download a Free Sample 5e Fort Vigil at a Glance

 

 

 

A System Neutral GM’s Resource by Amber Underwood

Released 16 April 2018; Pages 12

PDF ($3.45) DriveThruRPG, RPGNow

Download a Free Sample SNE Fort Vigil at a Glance

 

 

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Download the Maps Fort Vigil Maps

 

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2 thoughts on “Places of Power: Fort Vigil

  1. Looks cool! I’ll need to check this out more later, but I think something like this would be perfect to slot into my current campaign.