The Dark Lamps of Brinehook
The Dark Lamps of Brinehook
Read aloud
The first quest board you see in Saltmarrow lists a reward for relighting the blue-glass lamps along the old eel-run and finding two missing canal pilots. The notice ends with a warning: travel by boat, bring a local guide, and do not trust any channel marker that looks newly cut. The ink is still wet.
Run the session
Cheat sheet
Objectives
- 1Trace the false channel marks.
- 2Locate the missing pilot.
- 3Restore a safe passage through the channel.
- 4Secure the lamp ledger and expose the arrangement.Optional
The clock
The next merchant shipment is due through the eel-run by the following high tide, roughly one day after the party takes the quest. If the lamps remain dark, the barge will attempt the channel by dead reckoning.
Scenes
- 0:00A Notice in the Rain
- 0:40The Channel That Moves
- 1:40The Reed Gate
- 2:25The Broken Lamp Platform
- 3:15The Eel-Rack
Cast
- Mara VennQuestgiver
- Keshet-of-ReedsAlly and lizardfolk marsh guide
- Orrin PikeWitness
- Sella VaneAntagonist
The hook
Set the scene
At the quest board, a soaked notice is pinned beneath a small blue-glass lamp. The lamp flickers, though it is daylight. Around it, people passing along the stilted boardwalk lower their voices when they read the offer. A canal pilot waiting beside a hired skiff points out that the route named in the notice is missing from the public charts.
How Mara Venn asks
Mara Venn posts the offer on the first board the party sees, then waits nearby in a hired canal skiff.
She confirms the reward in private and asks the party to avoid alarming the merchants or the lizardfolk community until they know what happened.
Rumours
Scenes
about 4.5 hours0:00
40 min
SocialThe table is here
1. A Notice in the Rain
Brinehook canal landing, beneath raised boardwalks where skiffs pass between tannery sheds and merchant warehouses.
The party meets Mara, chooses a boat and guide, and decides whether to ask the Canal Office, the merchants, or local fishers for information. The first practical clue is a newly cut notch on a channel marker.
NextMara provides a skiff and points the party toward the old eel-run. A local guide can be hired, or Keshet can be found waiting where the public canal becomes marsh.
0:40
60 min
Exploration
2. The Channel That Moves
A maze of willow roots, tannin-dark water, and half-submerged posts beyond Saltmarrow's last stilt houses.
The party follows mismatched lamp signals through the mangroves. Use the d6 complications table when a delay or hard choice would add pressure. Careful navigation reveals that the false markers point toward a lizardfolk inlet rather than the shipping channel.
NextA damaged lamp platform lies ahead. If the party approaches cautiously, they can see figures tending it; otherwise the figures spot the boat first.
1:40
45 min
Social
3. The Reed Gate
A woven reed barrier across a quiet side channel, watched from low platforms among the mangroves.
The party must decide whether to force passage, negotiate with the wardens, or prove they are investigating the broken lamps. Keshet can explain the inlet's importance if given time to speak.
The Reed GateNextThe wardens reveal an abandoned eel-rack where someone has recently dragged a captive boat. A cut marker nearby bears the same notch as the false signals.
2:25
50 min
Combat
4. The Broken Lamp Platform
A slick timber platform above a narrow canal, ringed by hanging roots and a failing blue-glass lamp.
At the lamp platform, the party finds evidence of a struggle and a partial ledger entry showing payments for altered markers. The Lamp Tender may be persuaded to surrender or reveal where Sella went.
The Broken Lamp PlatformNextThe ledger's last mark points to the abandoned eel-rack. If the party saves Orrin or captures a cutter, that person can identify Sella's hideout.
3:15
75 min
Combat
5. The Eel-Rack
A decaying eel-smoking structure on stilts above deep water, with hanging nets and one captive boat tied beneath it.
The party confronts Sella, finds Talla, and chooses whether to protect the lamp, pursue Sella, or secure the ledger as the eel-rack begins to list. Sella explains her grievance if given an opening, but the danger to the captive is immediate.
The Sinking Eel-RackNextOnce the pilot and evidence are secured, the party can return to Saltmarrow by the restored route or ask Keshet to guide them along a safer back channel.
Behind it
What people believe
Blue-glass navigation lamps along Saltmarrow's old eel-run have gone dark, and two canal pilots have vanished.
Deputy canal reeve Mara Venn is hiring a discreet crew to travel into the surrounding marsh, investigate the route, find the missing pilot, and make the channel safe again. The town needs the waterway open before the next shipment window.
Background
Saltmarrow's canal ward of Brinehook stands where the town's raised walkways give way to mangrove channels.
A string of blue-glass navigation lamps has gone dark along the old eel-run, and two canal pilots have vanished while trying to relight them. The lamps are maintained by the town's Canal Office, but marsh travelers insist the channel has been marked with fresh cuts that are not on any official chart.
The stakes
A dark channel could ground a heavily laden boat, drown its crew, or provoke a conflict between Saltmarrow's merchants and the lizardfolk who live in the surrounding marsh.
How the party handles the evidence may determine whether the town corrects its dangerous practices or merely hides them better.
Encounters
3The Broken Lamp Platform
Combat or negotiation
A raised timber platform around a blue-glass canal lamp, with slick planks, knee-deep water, hanging roots, and one narrow gangway back to the boat.
Foes
2 to 4 Marsh Cutters, use bandit statistics
1 Lamp Tender, use scout statistics
ComplicationThe narrow footing and slick roots make it easy to become separated. A loud fight may draw attention from the deeper marsh, while damaging the lamp risks plunging the channel into darkness.
ScalingFor a level 3 party, use 2 Marsh Cutters and no Lamp Tender. For a level 5 party, use 4 Marsh Cutters and 1 Lamp Tender. These are reskinned standard 5E stat blocks, not new official creatures.
The Reed Gate
Social or combat
A half-submerged barrier of woven reeds and driftwood dividing a shipping channel from a quiet spawning inlet. A boat can pass only by negotiating or dismantling part of the barrier.
Foes
2 to 4 Lizardfolk Marsh Wardens, use lizardfolk statistics
ComplicationA round of thunder rolls through the basin every few minutes, briefly masking speech and movement. If the party attacks first, Keshet's people may assume they are helping the saboteurs.
ScalingThis encounter is optional and can be resolved socially. If combat occurs, use 2 wardens for a level 3 party and up to 4 for a level 5 party. The wardens break off when the party demonstrates they are rescuing Talla or protecting the inlet.
The Sinking Eel-Rack
Combat or confrontation
An abandoned eel-smoking rack built on tilted stilts, surrounded by chest-deep channels, hanging nets, and a small captive boat. The structure shifts whenever a support is cut.
Foes
Sella Vane, use bandit captain statistics with reduced hit points appropriate to the party
1 to 3 Marsh Cutters, use bandit statistics
ComplicationSella can threaten to cut the lamp's support cable, dropping the platform into the channel. The party can stop her, rescue Talla, or preserve the lamp, but doing all three at once is difficult.
ScalingFor a level 3 party, use Sella and 1 cutter. For a level 5 party, use Sella and 3 cutters. Sella surrenders or flees if reduced to half her hit points and offered a credible way to expose the merchant who paid her.
Cast
4Mara Venn
QuestgiverQuestgiver, human deputy canal reeve
WantsWants the lamps restored before a busy shipment window and needs a discreet crew who will not attract attention to the Canal Office's poor maintenance.
“Bring back my pilot and the lamp ledger. You can keep whatever you find in the mud, but do not bring me another rumor.”
Keshet-of-Reeds
Ally and lizardfolk marsh guide
WantsWants the party to find missing pilot Talla and prevent outsiders from disturbing a lizardfolk spawning inlet near the old channel.
“The water is not lost. Someone has taught it to lie.”
Orrin Pike
Witness, halfling canal runner
WantsWants to avoid arrest and protect his family. He has been bribed to alter the lamp markers and can identify the buyer.
“I only moved a few crates. Nobody said the lamps were keeping people safe.”
Sella Vane
Antagonist, human marsh saboteur and former lamp tender
WantsWants to use the confusion around the dark lamps to wreck a merchant shipment and expose the town's reliance on smuggling. She has captured a missing pilot but does not intend to kill them.
“The marsh has been taking from us for years. Tonight, we let it take something back.”
How it ends
Rewards
Items
A salt-resistant lantern fitted with a blue-glass shutter, useful for signaling along canals
A waterproof local channel sketch, accurate for the marked route but not the deep marsh
One small vial of marsh salve, a custom consumable that eases ordinary insect irritation or minor swamp exposure
On a win
The party restores safe passage, rescues Talla, or arranges a credible alternative, and returns with enough evidence to explain the altered markers.
Saltmarrow's immediate shipment crisis is averted. Who receives the ledger, and whether Mara's secret dealings become public, is left to the party's judgment.
What it leaves open
If it fails
- The party cannot restore the blue-glass lamp before the next shipment passes.
- The lamp remains dark and a merchant barge grounds in the wrong channel. Saltmarrow faces damaged cargo and a public dispute between the Canal Office and the merchants.
- The party abandons or loses the search for the missing pilot.
- Talla is rescued later by Keshet's people, but she will not trust the party and the lizardfolk restrict access to the eel-run.
- The party fails to stop Sella from cutting the support cables.
- Sella's sabotage succeeds, flooding the old eel-rack and washing away most evidence. Orrin may still testify, but only if protected from retaliation.
Complications (d6)
- 1A sudden squall floods the lowest walkway. The party must secure one small boat or pack of supplies before it drifts into the mangroves.
- 2A canal patrol recognizes the party near a restricted channel and demands to see their permit. A convincing explanation or a detour costs about an hour.
- 3A submerged marker line snags the boat's rudder. Someone must enter waist-deep water to free it while keeping watch for movement beneath the surface.
- 4Orrin's signal whistle sounds from the wrong direction. Following it leads to a misleading channel marker, but reveals a fresh cut on a nearby willow.
- 5A swarm of biting marsh insects drives the group from a dry patch. Anyone who lingers risks becoming feverish, a custom hazard resolved with an appropriate check or resource.
- 6A lizardfolk fishing party blocks the channel, believing the party is carrying tools used to damage their inlet. They will negotiate if shown respect and honest intent.
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