ConquerorThe Lighthouse of Blackcape
The beacon of Zwartkaap has gone dark, and the sea sings back

Show stat block
Verdronken Lichaam. De Wachter kan vrij door water bewegen en negeert lastig terrein dat door water komt.
Lichtdover. Als bonusactie kan de Wachter een niet-magische vlam binnen 30 voet doven.
Waterlongen. Buiten water raakt de Wachter niet uitgeput, maar krijgt hij nadeel op aanvalsworpen als hij een volledige minuut droog heeft gestaan.
Multiattack. De Wachter valt tweemaal aan met Verdronken Greep.
Verdronken Greep. Melee Weapon Attack: +5 om te raken, bereik 5 voet, één doelwit. Treffer: 9 (2d6+2) kneuzende plus 3 (1d6) koude schade. Bij een treffer kan de Wachter het doelwit grijpen (uit elkaar halen DC 13).
Golf van Verdrinking (Recharge 5-6). Elk wezen binnen 15 voet moet een CON-redding doen (DC 13) of 14 (4d6) koude schade oplopen en 1 minuut verstikken tenzij het adem kan inhouden (bij succes halve schade, niet verstikt).
The Story
The lighthouse of Zwartkaap stands alone on a storm-lashed cliff, and for three nights it has not burned. In the darkness below, ships smash to pieces on the rocks, four already in three weeks, and the coastal village buries its drowned faster than it can count them. The old keeper no longer dares climb the spiral stair: something lives up in the lantern room, and it wants the light kept dead.
Because the beacon of Zwartkaap does not go dark by chance. Forty years ago the previous keeper drowned with his whole family when he could not reach a ship in distress, and his guilt-ridden ghost has returned, entwined with something older and hungrier that crawled up from the deep sea. Together they hold the fire dead, because every foundered ship delivers fresh souls to the singing darkness beneath the waves.
You climb the tower floor by floor, while the storm rages outside and below, once again, a ship's bell tolls. You decipher the dead keeper's logbook, fend off the drowned sailors clawing at the windows, and work your way up to the lantern room, where the light turns green where it ought to be white.
At the top waits De Verdronken Wachter, a figure of seaweed and saltwater who, with a drowned smile, blows out the flame every time you light it. The ghost can only rest once you lift his old guilt, but the thing from the deep wants the light extinguished. To save the approaching ship you must light the fire and keep it burning while De Verdronken Wachter assails you and the choir beneath the waves begins to sing your names. The climax plays out in the lantern room, with one match, a storm battering the doors open, and a ship's bell as the ticking clock.
Ambience playlist
Hit play and just stay on this page.
Frequently asked questions
What language is this adventure in?
This page is in English. DM Shots adventures are crafted in clear, ready-to-read prose so you can run them straight from the table.
Which edition is it for?
The fifth edition (5e). It is compatible with the common 5e rules and includes stat blocks and encounters.
What do I get after buying?
An instant-download PDF with the complete adventure, a cinematic map, NPCs, encounters, printable loot cards and a DM guide.
How long does it take to play?
A typical DM Shots one-shot runs in 3 to 4 hours, perfect for a single evening at the table.
What if I'm not happy?
Didn't the adventure play the way you hoped? Email us within 7 days at hallo@dmshots.com and you get your money back, no hassle.