Restore the harbor beacon
open
Shared by Nat420
Torrii is the tidekeeper of Reedcross, a harbor whose beacon has gone dark. Begin with the harbor briefing, investigate the missing beacon lens, then enter the Tidevault to find the apprentice Brin and decide how to deal with Kest's salvage crew. Five level-5 characters; one six-room dungeon; six optional Low encounters. All sessions are planned, quests are open and character journals are empty. Private preparation and player handout drafts are separate.
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Return the intact lens and fit it before the next ferry departure.
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Sera’s apprentice is missing beyond the tide stairs.
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Ask Ilan to translate the maintenance record and investigate the missing invoice.
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Kest’s crew needs a route home and a scrap permit.
A tidekeeper wearing a patched blue coat. Explains the causeway and the beacon’s maintenance.
Harbor Watch · Reedcross beacon · friendly
Harbor captain. Offers transport, a signed salvage permit and the recovery fee.
Harbor Watch · Reedcross quay · friendly
Archivist. Copies the tide chart and translates old maintenance commands.
Lantern Archive · Archive loft · friendly
Salvage foreman. Wants a legal claim to recovered scrap and a safe route home.
Bale Salvage · Tidevault chamber 6 · wary
Herbalist. Gives directions to the tide stairs and asks the party to find her apprentice.
Reedcross healers · Moss apothecary · friendly
Apprentice herbalist. Took shelter in the echo shrine after the causeway flooded.
Reedcross healers · Tidevault chamber 5 · friendly
Stonemason hired to move scrap. Recognizes the beacon lens mount.
Bale Salvage · Tidevault chamber 6 · neutral
DM preparation · includes story spoilers.
Character journals are empty. All sessions are Planned, quests are Open, and no event outcomes have been recorded.
This fictional campaign is available here automatically. Read the shared preparation without importing. Create a private copy to edit it or run its tables with your own party.
5 level-5 example characters · 6 prepared encounters · 1 map
Prepared setups; opening this view starts no combat. Character journals are empty, all sessions are Planned, and quests have no recorded progress.
· planned
Opening: begin in Reedcross before the party accepts the recovery contract. Mira offers the harbor fee; Sera asks for help finding Brin. Torrii can explain the exposed causeway and Ilan can translate the first seal. Objective: investigate the dark beacon and decide whether to recover its lens. Choices: ask about the last repair, obtain a witnessed permit, copy the tide chart and agree how to approach the salvage crew. No choice or agreement has been recorded. Next, if the group accepts: enter the Tidevault at low tide. The planned dungeon session can continue on the same game night. Save only events that actually occur.
· planned
Prerequisite: the party has accepted the recovery mission or chosen its own reason to enter. Objective: retrieve the lens and find Brin. Opening: the causeway is exposed at low tide. NPCs: Brin can be found in room 5; Rook and Kest's crew in room 6. Choices: feed the crabs, negotiate with salvagers, read the guardian command or choose another sound approach. None is mandatory. Record after play: rooms visited, allies made, Brin's safety, lens custody and rewards actually distributed. Close: choose the return route and write the first actual recap. No dungeon event has started.
· planned
Conditional follow-up after the party returns. Do not assume the lens or Brin was recovered. If the lens returns, repair its mount and test the beacon before paying the harbor fee. If Brin returns, let the party decide what testimony to share. Investigate Ilan's ledger and negotiate any surviving salvage claim. If recovery failed, prepare another attempt or a different harbor solution. Downtime is optional preparation: repair, research or ferry arrangements. Record costs, findings and results only after play. No outcome is prewritten.
The lens mount must be repaired before payment.
Brin waits in room 5 and knows the sentinel command.
Prepared investigation. The tide schedule and missing invoice have not been discovered by the party. Reveal them only after the relevant examination or conversation.
Offer a written scrap claim. Ogres and skeletons guard the lens chamber if negotiations fail.
Torrii concealed a hairline fracture in the lens. The vault’s replacement is intact. Reveal this if the party asks about the last repair.
The recovery fee is 150 gp for the whole party. Record payment only after the lens is installed.
Ilan’s brother works for Kest. His interest in the salvage crew is personal.
Kest owes ferry dues. He will exchange the lens for a written scrap claim; he does not require combat.
Brin carried a copied maintenance command. Sera knows the command begins with ‘still water’.
Brin is uninjured. Brin can silence the stone sentinel after the party identifies the correct inscription.
Rook wants safe work and will help reinstall the lens if treated fairly.
Begin with planned session 01, The dark beacon, before the party accepts the contract. Journals are empty, all quests are Open and all objective progress is zero. Set actual session dates when preparing your game. Session 02 is the dungeon plan; it can follow the harbor briefing on the same game night. Open the linked Tidevault table and its map. Imported tables start closed and joining is disabled. Reopen the table when ready. The five party tokens are manual stand-ins; the full example sheets are private copies in Characters. Reconnect actual players explicitly. Use each saved encounter’s rehearsal to practice without changing this table. Rooms 1–6 have paired doors, terrain, private notes and saved creatures. Party starts in room 1. Reveal rooms as they enter. Use the existing initiative controls; update HP, conditions and terrain manually. Player Knowledge and graph editions are drafts. Select current players and review fields before publishing.
Party: five level-5 characters. SRD 5.2.1 Low budget: 500 XP per character × 5 = 2,500 XP per encounter. Raw XP; no 2014 creature-count multiplier. 1. Salt gate: 2 Giant Crabs, 50 XP. 2. Pump gallery: 2 Bandits and 1 Scout, 150 XP. 3. Silt cistern: 2 Gray Oozes, 200 XP. 4. Brass workshop: 2 Tidevault Sentinels, 400 XP. 5. Echo shrine: 1 Gargoyle, 450 XP. 6. Lens chamber: 2 Ogres and 2 Skeletons, 1,000 XP. All six preparations are below the Low budget. Total authored creature XP: 2,250. Difficulty budgets apply to an encounter, not an adventuring-day allowance. Resources, immunities, terrain and consecutive fights affect play. Offer the noncombat routes and a rest in the safe workshop. Source: https://media.dndbeyond.com/compendium-images/srd/5.2/SRD_CC_v5.2.1.pdf#page=202
DM only: Torrii hid the lens fracture; Ilan’s brother works for Kest; the unpaid invoice is private. Player draft: tide times, Sera’s request, the maintenance command after discovery and the route home. NPC relationship notes, campaign notes, calendar entries and hidden terrain remain private. A party-known discovery is a record label; it does not publish itself.
Main route: 1 → 2 → 3 → 4 → 5 → 6. Branch: 2 ↔ 4, a maintenance passage. The doors link saved map areas rather than one large drawing. Both sides of each connection are saved. If a token enters the wrong room, select the intended area and move it manually. If initiative or HP was entered incorrectly, use the correction controls and record what changed. Room 4 is dry, ventilated and safe after its guardians stand down. No timed damage or reinforcements are scheduled.
Session / date: Objective: Opening scene: NPCs and motivations: Locations and encounters: Decisions and consequences: Rules corrections: Rewards actually distributed: Unresolved questions: Player-facing recap: Next-session opening: Private DM follow-up:
Planned contents: sealed lens case, maintenance chart, 40 gp salvage coffer, two Potions of Healing and the 150 gp harbor fee. Encounter treasure and quest rewards are preparation records. They do not change wallets or bags. Use Party Loot after the live table has current players; review each recipient and transfer once. The lens is a quest object with no combat bonus. Write down who carries it and remove that ownership record after delivery.
Packages → Export campaign → Private transfer → Campaign CSV. Original journals are empty. On later private exports, include your own journals only when you intend to carry their played notes. Each row has a table, id and parent_id. Common text uses name, title, status, notes or body; other fields remain typed in data_json. Keep IDs stable when editing relationships. Copy a matching row and assign a new ID to add a record. Empty text columns are only valid when the matching table uses that column. Maps use map, map_room, map_token and map_shape rows. Floor, door and terrain arrays are stored in each room’s data_json. Save UTF-8 CSV with quoted multiline fields. Import package accepts this schema; validate, review, then create a new private copy. Existing content remains saved.
Choose the next opening based on actual play. Check only outcomes that occurred: lens custody, Brin's safety, agreements and earned rewards. Draft a recap after the first played session. Keep unused hooks private; do not assume the lens is installed or any quest is complete.