Halcyon LightThe Weekly One-Shot

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The Weekly One-Shot

The lighthouse on Gull's Tooth, its beam sweeping out over a dark sea

The Keeper of
Halcyon Light

The lighthouse doesn't warn ships off the rocks. It calls them in.

A one-shot for four characters · 3rd–5th level · 5e-compatible (SRD 5.1)

At a glance — 4 players · 3rd–5th level (scales 1–10, parties of 3–6) · one ~2 hour sitting · grounded sea-horror; the win is a moral choice, not a kill.

The Villain's Want

Read this before the players arrive. Everything turns on it.

Tobin Carrow has kept the light on Gull's Tooth for sixty-three years. He has the face of a man of forty-four, and he has had it the whole time.

The arithmetic is the horror. Sixty-three years ago he let the lamp go dark for one night — drunk, grieving a wife three days in the ground — and in that dark a ship called the Halcyon came in on the rocks with ninety souls aboard. He heard them in the water and could not see them. By morning the bodies were gone and the sea below the lighthouse had stopped moving the way water moves. Something down there had eaten well, and it wanted to keep eating.

Tobin has kept the light burning every night since, and he has not aged a day past the night he failed, because the thing under Gull's Tooth will not let him die and stop the light. It needs the beam. The beam does not save ships. The beam keeps the drowned ninety asleep on the bottom — and it lures fresh ships onto the rocks, two or three a year, to feed the thing that holds Tobin's death hostage. He worked out the trade decades ago: a handful of strangers a year against the whole coast, which the thing will drown to the last harbor if the light ever goes out for good.

He hates the light. He cannot put it out. He has tried.

The lever

Tobin cannot leave the island, cannot die, and cannot stop the lamp without waking the ninety and whatever feeds on them. He needs a keeper to replace him — someone to take the deathless watch so he can finally drown. He has been waiting a long time for visitors who look like they could carry it. He will not force the choice. He will make it look like mercy, because from where he stands it is.

The Hook — The Light That Takes Ships

The party is on the coast road, or aboard a coaster working up the shore, or hired to find out why three ships in two months went down off a stretch of water that has a working lighthouse. However they come, they come at dusk, and the light is already turning.

Read aloud

Gull's Tooth is a fang of black rock a half mile off a beach littered with the bones of boats. The lighthouse on it still works — you can see the beam swing out over the water, slow and steady, gold against a sky going purple. It should be a comfort. Instead the fishermen mending nets on the beach won't look at it. One of them, an old woman with a needle in her teeth, follows your eyes out to the light and says around the thread, “Don't wave at it. It waves back.”

What's really going on — GM

The light is not warning ships off the rocks. It is calling them onto the rocks. Three weeks ago the coaster Mareschal went in with all hands while its captain swore the harbor lamp was dead ahead. The beach village (Saltmarrow, forty families) knows the lighthouse is wrong and has known for two generations. They keep their own boats in by dark and they do not talk to outsiders about Gull's Tooth, because the last time someone rowed out to fix it, the light went dark for one night and a wave took six houses off the beach. They've decided that whatever the light is, leaving it alone costs less than touching it.

What the party can do
  • Ask around, rest, look for a boat. Everyone in Saltmarrow is wary, not hostile.
  • A DC 13 Charisma (Persuasion) check, or buying a round at the one tavern, gets the village's half of the truth: the keeper out there never changes, never comes ashore, and never dies. Grandparents remember him looking exactly the same.
  • A DC 12 Wisdom (Insight) check on anyone discussing the keeper lands the same note: they pity him, and they are terrified of him, and they will not say which feeling is bigger.
  • A boat can be hired or borrowed only with effort — no local will row the party out, but a leaky dory can be had for coin and a promise to be back by dawn.

Scene 1 — The Crossing and the Rocks

The water between the beach and Gull's Tooth is calm in a way the open sea around it is not. The party will notice, because something is keeping it calm.

The dory crossing the glass-calm water, pale figures standing on the bottom, all turned up toward the light
Read aloud

Halfway across, the swell flattens to glass. The dory glides like it's on a millpond, and the only sound is the oars and your own breathing. Below the hull the water is clear to a great depth, far clearer than seawater should be, and down in the green there are shapes. Pale, upright, swaying with no current to move them. They are facing the light. All of them, every one, turned up toward the beam like a field of flowers turned to a sun.

What's really going on — GM

That's the drowned ninety of the Halcyon, plus everyone the light has fed to the rock since — the whole host still goes by “the ninety,” for the ship that started it. They stand on the bottom, asleep, held in the beam's gold. They are not aggressive while the light turns. They stir only when it falters. The calm water is the same effect — the thing below smooths the path so its next meal arrives intact. Any character who stares too long (a failed DC 13 Wisdom save) hears, very faintly, ninety voices saying the same single word in time with the light's rotation: wake.

What the party can do
  • Read the water. A DC 12 Intelligence (Investigation) or any ranger/sailor's eye confirms the shapes are bodies, standing, preserved, far too many for three lost ships. The count is wrong by decades.
  • Land at the dock. A rotted jetty on the lee side, one dory already tied there — the dead captain of the Mareschal's, oars still shipped, three weeks dry.
  • Try to take one of the dead. Anything that touches a sleeping body brings the head around to face the boat. The eyes are open. It does not attack. It watches you the rest of the way in, and the others nearest it turn too. Pure dread; no combat yet.

Outcomes. By the time the party reaches the jetty they know the lighthouse sits on a mass grave that does not decay, and they know the light is doing something to keep it that way. What they don't yet know is whose side the keeper is on.

Scene 2 — The Keeper

Tobin Carrow opens the door before anyone knocks. He has been expecting someone like them for a long time.

Read aloud

The man at the top of the stair is younger than the village made him sound — forty, weathered, a sailor's hands. He looks at your faces one by one the way a buyer looks at horses, then something in him sags, like hope is a weight he's tired of carrying. “You rowed out,” he says. “Good. Sit. There's tea, and I'll tell you the whole of it, because nobody's let me tell the whole of it in a long while. Then I'll ask you for something, and you'll hate me for it, and you'll be right to.”

What's really going on — GM

Tobin tells the truth, all of it, without being made to. He explains the night he let the lamp go dark, the Halcyon on the rocks, the ninety in the water, and the deathless watch he's kept since. He explains the trade: the light feeds the rock two or three ships a year, and in exchange the thing below stays asleep and stays under Gull's Tooth instead of rolling up the whole coast. He has run that arithmetic for sixty-three years and it always comes out the same. A few strangers against every harbor from here to the capital. He does not pretend it's holy. He calls it murder and he keeps doing it because the alternative is worse, and he is the only one who can.

The want, plainly

Tobin wants to die. He cannot, while the watch is his, because the thing below will not release a keeper who might let the light fail on purpose. The only way out he has ever found: pass the watch to someone who takes it willingly. A new keeper, freely chosen, and the deathlessness moves to them. Then Tobin can finally drown with the Halcyon he failed. He will offer this to the party — not as a trap, as a confession and a plea. He will not seize anyone. He has watched too many people die in that water to add a kidnapping to the count.

Voice notes

Plain, tired, unbearably honest. He has gallows humor about his own situation and none about the dead. “You'd think sixty-odd years alone would teach a man to enjoy the quiet,” he says. “It taught me to talk to a lamp.” He answers every question straight, including the ones the party wishes he'd dodge. When he asks them to take the watch he does it once, quietly, and does not push.

The interesting choice — the spine of the one-shot

There is no monster to simply kill here, and the man at the top of the stair is the most honest person the party has met all year. They can:

  1. Refuse and leave — row back, tell no one, and let Tobin keep feeding the rock. The math holds. So does the body count.
  2. Put the light out for good — destroy the lamp or the lens and gamble that the ninety can be faced and the thing below can be killed or starved. This wakes everything.
  3. Find a third road — break what binds the thing to Tobin without waking the whole grave, take the watch in a way that doesn't doom the volunteer, or learn what the Halcyon actually carried that night and why this rock and no other.

Scene 3 — The Lamp Room (the choosing)

Whatever the party decides, the answer lives at the top of the tower, in the light itself. Tobin takes them up because he wants them to see the thing he serves before they judge him for serving it.

Read aloud

The lamp room is all glass and brass, and the light at its heart is not flame. It's a cut stone the size of a man's skull, white-gold, turning on a brass cradle, and the great lens throws its glow out over the water in that slow, steady sweep. Up close you can hear it. Under the click of the gears, the stone is humming, and the hum has words in it, ninety voices deep, and they are not asleep. They are singing themselves to sleep, over and over, and the stone is the lullaby, and Tobin's hand rests on the cradle the way you'd rest a hand on a fevered child.

What's really going on — GM

The light is a bound thing, not a lamp. The stone is the heart of the Halcyon — what the ship was carrying the night it went down, a holy relic the thing below wanted and got. The relic's glow is the only thing keeping the drowned ninety dreaming and the thing beneath them fed-but-sleeping. Tobin is bound to the cradle: while he keeps the stone turning, he cannot age or die, and the rock stays a local horror instead of a regional one. This is the off-switch and the doomsday device both. Stop the stone and the singing stops. The catch is what the silence does.

What the party can do
  • Stop the lamp. Halting the cradle, smashing the lens, or prying the stone loose all do the same thing: the singing stops, the water below comes alive, and the ninety begin to climb. (See the turn, and Scene 4.)
  • Take the watch. A character who lays a hand on the cradle beside Tobin's and says they'll keep it feels the deathlessness pass over like a cold tide. Tobin's hand comes free. He ages sixty-three years in about a minute and goes out the lamp-room door for the last time, down to the water, at peace. The volunteer is now the keeper — bound, deathless, and on the hook for the same arithmetic. A grim, real option.
  • Investigate the stone. A DC 15 Intelligence (Religion or Arcana) check reads the relic: it is a binding made for mercy, meant to lay the drowned to rest, hijacked into a leash. There may be a way to make it do its first job — to release the ninety instead of holding them — but doing so would mean letting them rise first, all at once, and trusting the relic to finish what it started. High risk. The party's gamble, not a guaranteed win.
  • Ask Tobin to choose for them. He won't. “I made the choice that made all this,” he says. “I'm done choosing for other people's deaths. This one's yours.”
The turn — the Black Mirror beat

Whatever the party reaches for, the truth lands the same way it landed on Tobin sixty-three years ago: the light is the murder weapon and the only mercy, and there is no version of stopping it that doesn't kill someone. If they put the lamp out to save the next ships, the ninety they came to pity surge up the rock to drown them. If they take the watch to free a good man, they become the next good man chained to the cradle. If they leave it running, they row home past a field of standing dead and know they chose the same trade Tobin chose, the one they came out here to be disgusted by. The horror isn't the thing under the water. It's that Tobin was right, and now they're holding his arithmetic.

Scene 4 — The Tide That Stands Up

Optional climax — only if the party stops the light or wakes the grave.

The thing beneath Gull's Tooth never fully surfaces — it is the size of the harbor floor and showing it cheapens it. What comes up the rock is the Standing Tide: the drowned ninety, risen together, climbing the tower in the dark to put the light back on, or to drag down whoever put it out.

Read aloud

The singing stops, and for one breath the night is the most silent thing you have ever stood inside. Then the water below the tower hisses white, and they come up out of it. Not swimming. Walking. Pale shapes past counting, climbing the black rock with the patience of a tide coming in, faces turned up to the dead lamp, hands reaching for the cradle, for the stone, for you. The sea behind them is bulging upward, slow, like something vast turning over in its sleep and deciding not to go back down.

What's really going on — GM

The Standing Tide wants the light back on. It is not a slaughter; it is the drowned trying to return to the only dream they have left, and they will go through the party to reach the cradle. They are slow, relentless, and they come in a rising count, not a wall. A party that relights the stone (or hands it to a new keeper) sees the Tide stop where it stands, turn, and walk calmly back into the sea — instantly, eerily docile, the dream restored. A party that destroys the relic outright frees the ninety to true death (they collapse to bone and sink) but removes the leash on the thing below, which now stirs toward the coast over the following weeks — a campaign-sized problem the one-shot leaves on the table on purpose.

Mechanics — the Standing Tide

Run risen drowned as SRD zombies, reflavored as waterlogged sailors, climbing in waves of 2–4 per round up the tower stair until the light is restored or the relic destroyed. They have Resistance to bludgeoning (they're already broken) and they do not pursue beyond the lamp room. Their goal is the cradle, not the party — a creature standing between the Tide and the stone is attacked; a creature stepping aside is ignored. This makes the fight a question of what the party is defending, not a kill-count.

Mechanics — the cradle (the clock)

Relighting the stone is an action requiring a free hand on the cradle and either a new keeper's vow or a DC 15 Dexterity (or thieves' tools) check to reseat the relic and restart the gears. Each round the light is dark, add 1d4 to the climbing Tide. The moment the light turns again, every risen drowned stops on the same breath. The scene is a clock, not a damage race. (Use the DM Tools → Dark-Round Clock to track this live.)

The relic — the hard option

The stone is AC 15 · 40 HP · vulnerable to thunder and force, immune to poison and psychic. Destroying it ends the binding: the ninety find true rest, but the thing below loses its leash. Reaching the stone means crossing the lamp room while the Tide climbs for the same prize. The kind of plan this table will either be proud of or never stop arguing about.

Scaling

For 3rd-level parties, cap the Tide at 6 total risen and drop the per-round add to 1d2. For 5th-level, run as written and have the sea itself reach into the lamp room twice during the fight: a tendril of black water (SRD giant constrictor snake, reflavored, surfacing for one round then withdrawing) grabbing whoever is nearest the stone.

Resolution Branches

Four ways the night ends. None of them is clean — that's the point.

When Your Players Go Off the Rails

They will. Here's where they push, and what holds.

Battle Map — Gull's Tooth

Square-grid tactical map · 1 square = 5 ft · with an inset of the lamp room for the Scene 4 climb.

Tower base (circle — the climb starts here) Jetty dory tied The Long Acre of water (unnaturally calm — the dead stand below) Black rock — Gull's Tooth N 1 square = 5 ft LAMP ROOM — INSET relic Cradle + relic Cot Door / stair down

Place it on a VTT or print it for the table. The climb in Scene 4 runs from the water's edge up the rock to the tower base, then up the stair into the lamp-room inset — the Tide is always headed for the cradle at center.

❖  The Cast  ❖

Tobin Carrow, the weathered, unaging keeper of Halcyon Light

Tobin Carrow

Keeper of Halcyon Light · SRD commoner

AC 10 · HP 4 · Insight +4 (sixty-three years of reading the sea) · cannot die while the watch is his

Wants — to die, and pass the watch on Voice — plain, tired, talks to the lamp Won't — lie about the light, or force the choice
GM only — a good man doing murder. The players don't learn the trade until Scene 2. Run him as a confession, not an encounter. Series hook: the Mareschal's ledger lists a passenger who isn't among the dead — someone walked off Gull's Tooth alive three weeks ago.
The Standing Tide — the drowned ninety risen, climbing the rock toward the light

The Standing Tide

The drowned ninety, risen · SRD zombie (reflavored)

As zombie · Resistance to bludgeoning · rises 2–4/round · goal: the cradle

Wants — the light back on; the dream restored Behavior — attacks who blocks the stone; walks past who steps aside Won't — pursue beyond the lamp room
GM only — not a slaughter; the drowned trying to return to the only dream they have left. They rise only when the light fails and sink the instant it's restored. Scale the count to the party.
A small boat adrift on black water, and the vast dark shape that waits just beneath it — never fully seen

The Thing Beneath Gull's Tooth

An old, vast hunger on the harbor floor · original entity

Never statted, never fully seen · lamp-room reach = SRD giant constrictor snake (reflavored tendril)

Wants — to keep eating; to keep its leash on Tobin Trade — a sleeping coast for two or three ships a year Won't — bargain; it doesn't deal, it collects
GM only — showing it cheapens it. Its only on-screen presence is a tendril of black water at 5th-level. Destroy the relic and its leash breaks — a campaign-sized problem, left on the table on purpose.
Saltmarrow — the beach village of boat-bones beneath the calling light

Saltmarrow Villagers

Forty families on a beach of boat-bones · SRD commoner

Wary, not wicked · will warn, withhold, and pity · will not row out

Wants — to keep their houses on the beach Voice — clipped, superstitious, kind underneath Won't — touch the light, or stop the party doing so
The Relic — the white-gold heart of the Halcyon, turning in its brass cradle

The Relic / The Light

The white-gold heart of the Halcyon · an object · original item

AC 15 · HP 40 · vulnerable to thunder & force · immune to poison & psychic

Is — a binding made for mercy, hijacked into a leash Does — keeps the ninety dreaming, the coast safe, ships fed If destroyed — the ninety rest; the thing below is loosed
GM only — the off-switch and the doomsday device both. A DC 15 Religion/Arcana read reveals it was meant to lay the drowned to rest — it might do its first job, if the party dares let the ninety rise first.

The Gull's Tooth Field Kit

A small toolkit built just for this one — roll when the party pokes at the edges. (Use the DM Tools dice roller for the d12 and d8.)

d12 — Flotsam & jetsam (what's washed up on the rock)
d12You find…
1A sea-chest swollen shut, a child's drawing sealed bone-dry inside.
2A ship's bell, green with verdigris, that rings once on its own each time the light passes over it.
3A bundle of letters in oilcloth, all to the same woman, all unsent, the last dated this year.
4A whalebone charm “for safe harbor,” snapped clean in two.
5A full barrel of lamp oil stamped with the crown's mark — someone was still resupplying the light.
6A drowned man's boot, the foot still in it, a folded map tucked in the heel.
7A child's painted toy boat, perfect, that always drifts back to shore no matter how far you throw it.
8A strongbox of coin, every piece from a different port and a different decade.
9A logbook page listing “souls aboard,” one name scratched out and rewritten in a shakier hand.
10A length of new rope, taut, tied to nothing, leading straight down into the calm water.
11A wedding ring that fits whichever character picks it up, and slowly tightens.
12A corked bottle: “If you're reading this the light took us too. Don't trust the calm water.” The ink is still wet.
d8 — The drowned remember (when a character touches one of the sleeping dead)
d8A flash of…
1A lullaby in a language no one at the table speaks, that the character can't stop humming for an hour.
2The deck of the Halcyon tilting, and a child handed up to someone who didn't catch them.
3A name. The character simply knows this one's name — and that it's in no book of Tobin's.
4The view from the bottom, looking up at the gold light, and the awful relief of it.
5A grudge. This one didn't drown by accident, and it remembers the hand that helped.
6Nothing. Just cold, and patience, and the certainty that the character will be down here too.
7The captain's last order, unfinished — the dead are waiting to be told to stand down.
8Warmth. Gratitude that someone finally touched them. This one turns to face the character for the rest of the scene.

Appendix — The Standing Tide & Scaling

The boxed lamp-room location, then the dial table for levels 1–10 and parties of 3–6.

Boxed location — the lamp room

The top of the tower: a glass drum braced in salt-pitted brass, the great lens taller than a man, turning on gears worn smooth by sixty-three years of one hand keeping them clean. At the lens's heart a cut white-gold stone in a brass cradle, humming a lullaby ninety voices deep. A cot in the corner that has not been slept in for a lifetime. A logbook on the sill with one entry per night, the same three words in the same tired hand: light kept. nobody came. Until tonight, somebody did.

Scaling — levels 1–10, parties of 3–6

The pressure here is the clock and the choice, not raw CR, so this one-shot holds across a wide band on a few dials. Pick the row for your table.

TierThe Standing TideThe relic (to destroy)The thing belowNote
Levels 1–2caps at 4 risen, +1/dark roundAC 13, 20 HPno tendrilPure dread + the cradle clock. One good hit should matter.
Levels 3–5 (as written)2–4/round, up to ~8AC 15, 40 HPtendril once (5th)The baseline.
Levels 6–84–6/round, no cap; risen resist nonmagicalAC 16, 70 HPtendril (giant constrictor snake) every roundTobin offers a “test”: let one PC briefly hold the watch, feel the pull, then give it back — raising the stakes of the real choice.
Levels 9–10unbounded, led by a drowned captain (reflavored SRD wight) who coordinates themAC 17, 100 HP, immune to nonmagicaltwo tendrilsThe party can probably win the fight — so make winning the trap. Kill everything and the leash breaks, freeing the thing below. The lesson scales up, not away.
Party-size dials
  • Party of 3: drop Tide counts by about a third and give Tobin one mercy — a warning that buys the party a round.
  • Party of 5–6: add ~50% to the Tide and let the tendril grab two at once.
  • At every size and level: never make Tobin a combatant. The one-shot breaks the moment the keeper becomes a boss instead of a confession.

Player Handout

Print or hand across the table — the keeper's nightly log, and the message in the bottle.

The keeper's logbook

light kept. nobody came.
light kept. nobody came.
light kept. nobody came.
light kept. nobody came.
light kept. somebody did.

Corked bottle — ink still wet

If you're reading this the light took us too. We saw the harbor lamp dead ahead and steered for it like sailors do, and the water went calm and glad, and then the rocks were under us where no rocks should be. Don't trust the calm water. Whatever is down here, it is patient, and it is full, and it is still hungry. The light is not for you. Row back while the dark is still only dark.

Long Island Dungeon Master

Compatible with fifth edition. Portions of this work are derived from the System Reference Document 5.1, © Wizards of the Coast LLC, available under the Creative Commons Attribution 4.0 International License (CC-BY-4.0). The Keeper of Halcyon Light, Gull's Tooth, Tobin Carrow, the Standing Tide, Saltmarrow, the Halcyon, and the thing beneath Gull's Tooth are original content © Long Island Dungeon Master.