90-minute plan · 4 players · Make time and supplies count The harbor lantern is dark. A ferry waits beyond the shoals while Keeper Mira shelters with a repair crew behind the closed tide gate. Content notice: Rising water and temporary isolation. Keep everyone on visible dry ledges; describe any difficult rescue from the quay if preferred.
Describe what your character tries and the help they offer. Ask the GM what a choice will cost before committing. The group may pause, change a detail or stop. Write names, promises and unanswered questions on paper.
A sheltered quay with three signal stands.
Tess works beneath a square-marked lamp sign.
The gate and raised crew ledge are visible across a narrow channel.
A narrow stone stair rises above the channel.
Mira and the workers wait behind a latched main wheel.
A service walkway reaches the dark lantern.
19:10 — lantern extinguished; no gate movement. 19:15 — keeper closed the tide gate; four people counted on the raised ledge. Add a line for your first decision. Try this: Order the two events and nominate who keeps the next entry.
Three covered lamps raised together: safe delayed return. Two lamps: remain offshore. One lamp: acknowledge only. Draw your chosen pattern before displaying it. Try this: Allocate physical lamp tokens between the stair and the shore signal.
Our names and useful skills: Our shared aim: Places we have visited: Evidence and promises: What we still want to know: