This review is part of my list of Maritime TTRPG scenarios. This overview is meant to help players to select the adventures they want to play. It’s spoiler-free up the section for gamemasters. Please keep the comments spoiler-free as well!
April 12th, 1926, 8:15pm. The Beacon Island lighthouse off the shore of Folly Point, Massachusetts, ceased to cast its light over the region’s dangerous rocky waters about 15 minutes ago. As a result, the SS Essex County, a mixed passenger and cargo vessel on which you are all traveling to Rockport, has foundered on the rocks and incurred considerable damage to its hull.
The LightLess Beacon, page 9
The ship is sinking, and the crew hurries you toward one of the many small rowboats acting as the ship’s lifeboats. As they load you in, they tell you your best bet is to aim for Beacon Island—they doubt you’ll make the mainland as a storm is brewing. You should have just enough time to reach the island before it hits.
Then, without another word, they shove you off into the dark, churning waters. All you have to guide you is the small light shining at the base of the lighthouse’s towering silhouette.
Quick Stats
- System/Ruleset: Call of Cthulhu, 7th Edition
- Dependencies: Basic Rules only (several options)
- Authors: Leigh Carr with Lynne Hardy
- Setting: 1920s, New England, USA
- Theme: Lighthouse, Smuggling, Mythos
- Pregens: four, gender-neutral & nameless
- Players: 2-4 (5+ optional), best with 4
- Time (as written/as tested): 60/300 mins
- Source: The Lightless Beacon (Free PDF)
- Weird Admiral’s Rating: 7/7