The Lantern at Low Tide · 90 minutes · 4 players plus one GM. This pack includes the complete story. For three or five players, share or split the table duties.
Rising water and temporary isolation. Keep everyone on visible dry ledges; describe any difficult rescue from the quay if preferred. Anyone may pause or change a detail. Ask each player for a name, an ordinary skill and a reason to help. Take turns offering an idea; no one needs a character sheet or a rulebook.
A waiting light moves once beyond the black shoals. Oren puts three covered lamps at your feet. “The ferry can wait. Those people behind the gate cannot wait all night. Tell me which light to send.”
“Would you like to collect Tess's repair tray, or inspect the routes to the crew first?” Both are available. Movement and discussion cost no tide counters. Taking the tray costs one; tracing the routes costs none.
If they collect the tray: Tess brings a matching fuse and one extra rope. Remove one tide counter and give the carrying-tray card. Ask who carries it and who checks on Mira.
If they inspect the dock: show the gate sketch. A drained rope crossing costs two windows and one rope in total; the high escort costs two windows without rope. Ask which route they can afford.
Rescue and repairing the light are separate tasks. At 65 minutes name the remaining resources and offer the viable repair, three-lamp signal or safe pause. The safe pause calls the reserve crew and leaves the ferry offshore. Ask what the harbor offers its passengers in the morning.
Read gm/book.html or gm/book.pdf for every action and consequence. player/book.html contains the starting map and public information. Give discovery cards only when revealed in play. All files work offline.