The King's Lantern
The King's Lantern
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
Cheat sheet
Objectives
- 1Investigate the disappearances and locate the source of the pale lights.
- 2Enter the tollhouse and discover the Lantern's failing ward.
- 3Resolve the Lantern's magic and stop the road from claiming travelers.
- 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
- 0:00A Road Gone Dark
- 0:30The Roadside Signs
- 1:30The Keeper's Door
- 2:15The Tollhouse Lock
- 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.
She asks them to avoid alarming the villagers and gives them Tovin as a guide if they accept.
Rumours
Scenes
about 4.5 hours0:00
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.
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 DitchNextA trail of pale light leads from the ditch toward the abandoned tollhouse.
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.
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 LockNextOnce Odran is stopped or persuaded, Sella speaks through the crystal and asks the party to choose what happens to her.
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.
In the days since, several travelers have vanished and pale lights have been seen near the abandoned tollhouse. Reeve Mara Venn hires the party to investigate, recover the Lantern's crystal heart if possible, and make the road safe before Brackenford's spring market.
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.
Three nights ago, its blue flame went dark. Since then, people have vanished along the road, and pale lights have appeared in the abandoned tollhouse north of town. The village council has kept the disappearances quiet to prevent panic and keep the spring market open.
The stakes
If the party fails, the Lantern's failing ward continues to draw travelers from the Crownroad.
Brackenford's market collapses, the village loses access to a major route, and the buried dead may eventually escape the tollhouse.
Encounters
2Lights 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
4Mara 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
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.
Any captives they recover return safely to Brackenford. The road is reopened if the Lantern's magic is stabilized; otherwise, Mara marks it closed and arranges a safer detour.
What it leaves open
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)
- 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.
- 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.
- 3A pale lantern-light appears behind the party and mimics the voice of a missing traveler, asking one character by name to follow it.
- 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.
- 5A survivor emerges from the roadside scrub, confused and convinced the party are toll collectors. They know a useful detail but flee if threatened.
- 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.
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