- Threat
- Cracked lens; Presence DR12 or blinded for 1d4 turns.
Exits
- Cliffside Path (leads to jagged rocks, potential fall).
Hooks
- A distant ship calls for help, luring explorers into deadly waters.
Inhabitants
- Mad Keeper; goes mad with loneliness, attacks intruders.
Interactables
- Old lantern: roll Presence DR12 or ignite a blinding flare for 1d6 damage.
Loot
Item: Rusty Signal Horn, Value: 3
Item: Salt-rimmed Bottle (half-full), Value: 2
Impression
Salt and rot in the air, echoes bounce hollowly, shadows flicker in broken panes.
GM Notes
- The lighthouse's lens is fragile, susceptible to damage if mishandled.
- The Mad Keeper's sanity can be exploited or broken.
- The ship's distress signal may attract both allies and enemies.