Skip to content
CreatePricing
The King's Lantern - AI-generated fantasy Quest

The King's Lantern

5 scenes · about 4.5 hours · 2 encounters

The King's Lantern

A dead flame. A haunted road. A promise the village forgot.

Read aloud

The blue flame atop the King's Lantern has gone dark, and travelers have begun disappearing from the Crownroad. Reeve Mara Venn offers a purse of gold to anyone who can discover what is happening and restore the road before the spring market opens. As she speaks, a pale light flickers beyond the village gate, where no lantern should be.

Run the session

Scene
1/5
A Road Gone Dark
Objectives
0/4

Objectives

A complication

Cheat sheet

Objectives

  1. 1Investigate the disappearances and locate the source of the pale lights.
  2. 2Enter the tollhouse and discover the Lantern's failing ward.
  3. 3Resolve the Lantern's magic and stop the road from claiming travelers.
  4. 4Rescue missing travelers from the burial vault.Optional

The clock

Each night the Lantern remains unstable, one additional traveler risks vanishing. After the third night, the burial vault begins to crack and husks may wander onto the road. Use this clock to add urgency, not to force a single solution.

Scenes

  1. 0:00A Road Gone Dark
  2. 0:30The Roadside Signs
  3. 1:30The Keeper's Door
  4. 2:15The Tollhouse Lock
  5. 3:30A Promise Reconsidered

Cast

  • Mara VennQuestgiver and village reeve
  • Tovin ReedAlly and witness
  • Sella of the MileWildcard and captive spirit
  • Odran ValeAntagonist

The hook

Set the scene

Mara Venn meets the party at Brackenford's gate at dusk. The King's Lantern is visible on the northern road as a dark stone silhouette. Tovin Reed can provide a rough map and warn the party that the pale lights avoid running water. Mara offers the agreed reward, but asks the group to keep the danger quiet until they know what they are facing.

How Mara Venn asks

Mara approaches the party in person at Brackenford's gate, offering an advance of 10 gold pieces and the rest of the reward upon their return.

Rumours

Roll a rumour

1“A carter says the lights drift against the wind and disappear whenever they cross the stream.”
2“A child claims the dark Lantern has a woman's face inside it. The child has not been near the road.”
3“An old toll ledger in Brackenford's storehouse lists payments made in names rather than coins.”
4“Tovin says the missing travelers' footprints all turn toward the tollhouse, but none lead back.”

Scenes

about 4.5 hours
  1. 0:00

    30 min

    socialThe table is here

    1. A Road Gone Dark

    Brackenford's northern gate at dusk, beside the dark silhouette of the King's Lantern.

    Mara hires the party and Tovin shares what he witnessed. The group can ask questions, gather supplies, and decide how openly to discuss the disappearances.

    NextTovin leads the party north along the Crownroad, where the first signs of struggle appear.

  2. 0:30

    60 min

    exploration

    2. The Roadside Signs

    A rain-slick stretch of Crownroad bordered by hedges, marsh, and a damaged milestone.

    The party follows muddy tracks, searches the ditch, and decides whether to rescue a stranded traveler or press on. A recovered travel token links the missing people to the tollhouse.

    Lights Along the Ditch

    NextA trail of pale light leads from the ditch toward the abandoned tollhouse.

  3. 1:30

    45 min

    skill

    3. The Keeper's Door

    The roofless tollhouse, with a bell over the door and a cellar stair half-buried by fallen stone.

    The party reaches the tollhouse and discovers signs that its guardian has been maintaining the ward. They can search the exterior, approach openly, or find a way into the cellar.

    NextOdran confronts the party at the plinth, or they find him waiting beside the Lantern's crystal heart.

  4. 2:15

    75 min

    combat

    4. The Tollhouse Lock

    The tollhouse chamber above the burial vault, centered on the crystal heart and its iron binding ring.

    The party confronts Odran and learns that Sella is bound inside the Lantern. The encounter can become a fight, a negotiation, or a mixture of both as the ward destabilizes.

    The Tollhouse Lock

    NextOnce Odran is stopped or persuaded, Sella speaks through the crystal and asks the party to choose what happens to her.

  5. 3:30

    45 min

    social

    5. A Promise Reconsidered

    The burial vault beneath the tollhouse, where old names are carved into the stones around the Lantern's crystal heart.

    The party examines the binding, speaks with Sella, and chooses whether to free her, renew the ward, or attempt a new arrangement. The scene resolves the immediate danger and determines the road's future.

    NextThe party returns to Brackenford to report what happened and claim its reward, or follows a new lead revealed by the fate of the ward.

Behind it

What people believe

The King's Lantern, a blue-flamed mile-marker that has guided travelers along the Crownroad for generations, has gone dark.

Background

The village of Brackenford stands beside the old Crownroad, where a stone mile-marker called the King's Lantern has guided travelers for generations.

The stakes

If the party fails, the Lantern's failing ward continues to draw travelers from the Crownroad.

Encounters

2
  • Lights Along the Ditch

    Combat

    A narrow Crownroad bordered by a drainage ditch, thorny hedges, and knee-deep marsh. A broken milestone offers cover, while the ditch is difficult terrain.

    Foes

    • 3-5 Crownroad wisps, custom Tiny undead, each with low hit points, a weak draining touch, and a brief ability to shed dim light

    • 1-2 tollhouse husks, custom Medium undead made from the remains of missing travelers

    ComplicationThe wisps extinguish exposed flames and try to herd intruders into the boggy ditch. A character who falls into the ditch must spend movement to climb out, and the unstable ground can be used by either side for cover.

    ScalingFor a party of three or fewer, use 2 wisps and 1 husk. For a party of six or more, add 2 wisps. For a harder fight, give the husks a reaction that lets one move a short distance when a wisp is destroyed. Use suitable low-CR undead statistics as a baseline and adjust to the party.

  • The Tollhouse Lock

    Combat or negotiation

    A ruined stone tollhouse with a collapsed roof, a narrow staircase to the cellar, a hanging iron bell, and a central plinth where the Lantern's crystal heart rests. Cracked floor tiles conceal a drop into the burial vault.

    Foes

    • Odran Vale, custom grave-touched guardian using an appropriate low-CR undead or spellcasting humanoid baseline

    • 2-4 tollhouse husks

    • 1 Crownroad wisp, if the party enters with the Lantern's light active

    ComplicationOdran uses the tollhouse bell to call one wave of husks from the cellar if the party takes too long. Characters can silence the bell, convince Odran to stand down, or disrupt the cellar's ward before fighting.

    ScalingFor a smaller or less experienced party, Odran fights alone until reduced to half strength, then offers a truce. For a stronger party, add 2 husks or give Odran one additional defensive spell-like effect. Treat custom features as table rules, not official D&D 5E abilities.

Cast

4
  • Mara Venn

    QuestgiverQuestgiver and village reeve

    WantsShe wants the disappearances stopped before the spring market draws more travelers into danger. She conceals how many victims have vanished because she fears the council will dismiss her if the number causes panic.

    “Bring back the Lantern's heart, and Brackenford will remember who stood with us.”
  • Tovin Reed

    Ally and witness

    WantsA road warden who survived an encounter with the lights, Tovin wants to guide the party and prove he did not abandon the missing travelers. He knows a safe approach to the tollhouse but is reluctant to return.

    “The lights do not hunt at random. They circle the road as if they are waiting for someone.”
  • Sella of the Mile

    Wildcard and captive spirit

    WantsA spirit bound to the Lantern's stone, Sella wants the party to free her and expose the bargain that trapped her. She will help them if they promise not to simply replace the binding with another victim.

    “That flame was never a blessing. It was a lock, and your elders chose not to ask what it held.”
  • Odran Vale

    Antagonist

    WantsThe tollhouse keeper, Odran, is a grave-touched custodian who believes the Lantern must remain sealed, even if the village pays in lives. He seeks to keep Sella contained and prevent the buried dead beneath the tollhouse from waking.

    “You can take the stone, but the road will keep what it is owed.”

How it ends

Rewards

Experience: Award XP appropriate to a medium adventure for the party's level, with additional story or milestone credit for resolving the binding without needless harm.
Gold: 60 gp total, including the 10 gp advance. Add 10 gp for every captive safely returned, up to 40 gp extra.
In the story: The party's decision becomes a local legend. Freeing Sella earns the gratitude of travelers and the distrust of those who fear the old dead. Renewing the binding restores the road but leaves a future obligation to release her.
Standing: Brackenford's council grants the party local trust and free lodging for one week. If the party is honest about the founders' bargain, Mara publicly supports their choice even if some villagers disagree.

Items

  • A silvered handbell recovered from the tollhouse, worth 25 gp and useful as a mundane signal device

  • A blue-glass charm containing a fading spark of the Lantern, a custom noncombat keepsake that glows faintly near undead for one week

  • One potion of healing for each character if the group returns at least one captive

On a win

The party prevents the Lantern from taking more travelers and reaches a clear arrangement with Sella, Odran, or the village.

What it leaves open

If Sella is freed, she may become a guide or recurring spirit ally, but other old bindings along the Crownroad may also begin to fail.
If the party renews the binding, a village elder knows the original promise and may demand that the party help find a fair way to release Sella later.
If the Lantern's heart is taken or destroyed, the dead beneath the tollhouse may awaken elsewhere, carrying fragments of the old ward.

If it fails

The party cannot recover or safely deactivate the Lantern's heart.
The Lantern remains dark, and the disappearances continue. Mara can evacuate the village's travelers, but Brackenford loses its market and trust in the party.
The party triggers the vault's collapse or fails to stop the husks from pulling someone below.
A character or NPC is taken into the burial vault, creating a rescue objective and giving Odran leverage. The captive can be recovered later, but the party loses time and resources.
The party breaks the binding without finding a safe resolution for the spirit.
Sella is freed without the Lantern's heart being stabilized. Her release ends the disappearances, but the road becomes haunted by uncontrolled lights and Brackenford must close the route.

Complications (d6)

  1. 1A fallen signpost blocks the road. Moving it takes several minutes, and its iron fittings bear fresh claw marks that point toward a nearby ditch.
  2. 2A frightened mule bolts from the party's camp with a pack containing essential food or tools. It can be tracked through the brush before it reaches the old road.
  3. 3A pale lantern-light appears behind the party and mimics the voice of a missing traveler, asking one character by name to follow it.
  4. 4A sudden downpour turns the road cut into slippery mud. The party must choose between a slow, safe detour and a risky climb down the flooded ditch.
  5. 5A survivor emerges from the roadside scrub, confused and convinced the party are toll collectors. They know a useful detail but flee if threatened.
  6. 6Odran's bell rings from the tollhouse, alerting its guardians that someone is approaching. The next hostile encounter begins prepared, but the party can still choose its route.

Media

0 images

No images yet.

Visual sheet

Turn The King's Lantern into a sheet

A high-res, share-ready sheet you can post or print.