The Lighthouse at the End of Every World: 5E Dark Fantasy
Par Matthew David
Statut actuel
Fonds récoltés : 11 096 €
The shipwreck should not exist.
It is made of glass. Its flag belongs to no known kingdom. The survivor pulled from its wreckage has one of your faces.
Beyond the harbor, four new horizons have appeared around the old world. At their center stands one black lighthouse. Its beam is failing, and it cannot give dawn to everyone.
The Lighthouse at the End of Every World is a cosmic siege-and-sortie adventure for the 2014 rules of Dungeons & Dragons Fifth Edition. It takes characters from 9th to 12th level across 8 to 10 sessions of defense, exploration, diplomacy, and impossible choice.
This is not a story about finding the one correct future. It is about deciding what, and whom, you are willing to save.
What Players Do
High-level magic still works. Teleportation, divination, resurrection, and world-shaping spells can solve local problems and change individual lives. They cannot tell the table which world deserves the dawn.
- fortify a lighthouse under siege;
- cross impossible shores in short, dangerous sorties;
- shelter refugees whose memories contradict the world they know;
- bargain with four factions that want different futures;
- choose which defenses receive scarce people and power;
- confront alternate lives they might have lived;
- decide how the final light will be used.
What You Receive
- the full 9th-to-12th-level adventure for 8 to 10 sessions;
- a siege-and-sortie structure built around one shared campaign clock;
- fifteen campaign zones and six complete shore expeditions;
- four lighthouse defenses that players can repair, reinforce, or sacrifice;
- five collided worlds with distinct people, dangers, and claims to survival;
- four factions whose plans can all be defended and none can be trusted without question;
- four supported conclusions with lasting costs;
- a DM toolkit, printable handouts, and a GM and player-safe map packet;
- six pregenerated characters that advance from 9th to 12th level;
- a player primer and Session Zero worksheet.
The Seven Turns of the Lens
The campaign runs on one visible clock.
At the beginning, the lens has seven turns left. Every major commitment advances it. A sortie may save a settlement, recover a vital component, or earn an ally, but time spent beyond the harbor leaves the lighthouse exposed. A promise broken at the Lantern Table costs a turn. So does a defense left to fall.
When the last turn arrives, the table faces the consequences it built together.
The clock does not replace roleplay. It makes every promise matter.
No Two Campaigns Share the Same Dawn
The book contains six complete shore expeditions. One campaign has time to attempt three or four.
That limit is not a restriction. It is the campaign. Choosing which shores receive your party’s time decides which components reach the lens, which allies stand on the gallery during the siege, and which claims are heard at the final rotation. The shores you pass by keep mattering: their factions still argue, their refugees still arrive, and their absence has a price the ending will name.
Run it again with different shores and different promises, and the lighthouse becomes a different story.
Five Worlds at One Harbor
Hearthshore: is the familiar coast, fighting to remain the place everyone calls home.
Glass Dawn: sends glass ships from a society shaped by prediction, precedent, and lives calculated in advance.
Cinder Meridian: is a heat-scarred world whose communities preserve whatever the fire has not taken.
Iron Noon: endures beneath an unmoving sun, defended by shield fleets and disciplined command.
Pale Orchard: keeps memory in drowned groves, living archives, and things that refuse to be forgotten.
Each world contains people worth saving. Each brings something the others need. None can remain untouched.
The Lantern Table
The lighthouse is more than a dungeon. It is a crowded refuge, a command post, and a place where impossible neighbors must eat together.
Between alarms, characters return to the Lantern Table. Here they hear testimony, share food, compare memories, settle disputes, and decide which promises will survive the next turn of the lens.
These scenes give the campaign room to breathe. The people at the table make the cost of every sortie visible.
Four Factions, Four Defensible Claims
The Keepers of the Fixed Star: believe the familiar coast must be preserved, whatever the other horizons demand.
Refugees of the Glass Dawn: want families and counterparts reunited before another world disappears.
The Storm Choir: believes the choosing itself is the catastrophe, and that the lens must be extinguished.
The Night Cartographers: seek a path that braids incompatible worlds together, even if the result is stranger than any one of them remembers.
The party can bargain with all four. Every alliance changes what becomes possible at the end.
Four Costly Futures
- preserve the home horizon;
- braid several worlds into a shared dawn;
- extinguish the lens and end its power to choose;
- accept the burden of becoming the next Keepers.
No ending is hidden behind a single skill check. Players build their options through the promises they keep, the defenses they preserve, and the people they bring to the final turn.
Designed for High-Level Play
The adventure treats powerful characters as powerful. Its challenges are built around simultaneous crises, competing obligations, public consequences, and choices that cannot be solved by adding more damage.
Combat matters. So do rescue, navigation, negotiation, fortification, and the use of scarce time.
Stretch Goals
$5,500 — The Last Table at Blackwater Inn <-- UNLOCKED!
A supernatural flood drives two rival caravans into an inn whose rooms appear only when someone makes a promise. The heroes must ration warmth and shelter, uncover the oath sealing the doors, and decide which commitments can be kept, amended, or released before the water reaches the roof.
$8,000 — The Harbor Beyond Tomorrow <-- UNLOCKED!
A battered ship enters port carrying survivors of a wreck that will not happen until tomorrow. The heroes must rescue its future crew, uncover what causes the storm, and decide how far they may change the present to save people who technically have not arrived.
$10,500 — The Garden That Eats Grief
A starving town survives because its sacred orchard turns volunteered memories of the dead into food. When refugees double the need and officials begin taking grief without consent, the heroes must face the root guardians and decide what the town is willing to remember in order to feed everyone.
$13,000 — The Commander Without a Shadow
A besieged sky-fortress awakens a perfect duplicate of its dead commander from stored orders and memories. The commander can save the city, but officers deny that the duplicate is a person; the heroes must hold the walls and decide where emergency authority ends.
$15,500 — A Stranger at Your Funeral
The heroes attend the funeral of an adventurer who bore one of their faces and kept promises they never made. As mourners demand repayment and something hunts every unlived path, the party must decide what belongs to the dead, what obligations can transfer, and who owns a life.
$18,000 — The Archive of Unlived Lives
A library records complete histories of choices never made. When its books begin replacing citizens with more successful versions, the heroes must rescue trapped readers, protect private records, and choose whether destroying the archive would save the city by erasing lives that now insist they are real.
$20,500 — When the Stars Ask for Shelter
Seven fallen stars arrive as frightened mortals, each carrying a missing piece of the night sky. The observatory can send them home only by erasing who they have become, so the heroes must defend the city, negotiate sanctuary, and decide whether restoring the heavens justifies unmaking its newest people.
Rewards
$5 — Student Level: PDF
Receive the complete PDF of The Lighthouse at the End of Every World, a cosmic siege-and-sortie campaign for characters from 9th to 12th level.
$25 — Enhanced Digital (Early Bird $20)
The complete digital campaign package: the adventure PDF, DM toolkit, GM and player-safe maps, printable handouts, six pregenerated characters, player primer, and Session Zero worksheet.
$45 — Paperback (Early Bird $40)
A full-color 8.5 x 11 inch paperback edition of The Lighthouse at the End of Every World, plus the complete Enhanced Digital campaign package. Shipping is added when you make the pledge.
$60 — Hardcover (Early Bird $50)
A premium full-color 8.5 x 11 inch hardcover edition of The Lighthouse at the End of Every World, plus the complete Enhanced Digital campaign package. Shipping is added when you make the pledge.
$100 — Core Book and Expanded One-Shots (Early Bird $85)
Hardcover copies of The Lighthouse at the End of Every World and Five Dawns, the standalone companion anthology containing all seven standalone one-shots, regardless of which stretch goals are reached. Also includes the complete Enhanced Digital campaign package. Shipping is added when you make the pledge.
$150 — The Keeper's Collection (Early Bird $135)
The complete three-book collector set: The Lighthouse at the End of Every World, A Novel of the Seven Turns, and Five Dawns, the standalone companion anthology containing all seven standalone one-shots, regardless of which stretch goals are reached. Also includes the complete Enhanced Digital campaign package. Shipping is added when you make the pledge.
All physical tiers include the Enhanced Digital collection.
Add-Ons
$5 — Dedication
Have your name included on the book's dedication page. Offered with all nine reward tiers; Kickstarter currently classifies this as a digital/no-shipping item with estimated September 2026 delivery.
$100 — The Penny Blood Archive
END OF SUMMER DIGITAL LIBRARY SPECIAL — $100 ADD-ON
Add the complete Penny Blood Adventures digital archive—48 full modules—to any reward for $100. That is approximately $2.08 per module, delivered digitally in September 2026 with no shipping.
A Different Kind of Keeper’s Collection
Three books. Five worlds. Seven turns.
The Lighthouse at the End of Every World lets your table make the choice.
A Novel of the Seven Turns tells one possible history through the people around the Lantern Table, with a clear spoiler notice; your table’s ending remains its own.
Five Dawns contains all seven complete standalone 5th-level one-shots set across the five worlds, regardless of which stretch goals are reached.
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