The Lantern at Low Tide

Player materials · 1.1.0

The harbor lantern has gone dark. The keeper is missing, a repair crew is stranded, and the last ferry waits beyond the shoals.

Content notice: Rising water, people temporarily stranded; danger can be narrated from a safe distance.

These cards contain discoveries. Your GM will hand them out as you find them. Keep unrevealed cards face down.

The Lantern at Low Tide: Player route mapPublic route map: Harbor connects to Workshop and Dock; either reaches Tide gate, then Lantern. Routes work in both directions. Retrace the route to return. No hidden information is marked.Player route mapHarbor1Workshop2Dock3Tide gate4Lantern5NPUBLIC ROUTES · CONNECTIONS ARE BIDIRECTIONAL · NOT TO SCALE · 1.1.0

Public route map: Harbor connects to Workshop and Dock; either reaches Tide gate, then Lantern. Routes work in both directions. Retrace the route to return. No hidden information is marked.

Timeline record

19:10: lamp failed. 19:15: gate closed.

h-order · 1 copy

Fallback instruction

Three lamps, raised together from shore, mean a safe delayed return.

h-fallback · 1 copy

Method diagram

The burnt fuse and spare carry the same square mark. Disconnect the lamp, exchange the fuse, close the case.

h-method · 1 copy

Destination note

Find us at the tide gate. Bring dry rope. — Mira

h-note · 1 copy

Physical trail

Boot prints follow the signed service path toward the gate.

h-trail · 1 copy

Witness statement

Ivo saw Mira carry rescue ropes toward the tide gate.

h-witness · 1 copy

Safety marks

SIDE CHANNEL: turn this small lever before touching the big wheel. SERVICE PATH: high ground, slow but dry.

h-safe · 1 copy