The Lantern at Willowmere
GM material: contains the adventure's answers. Give players PLAYER-HANDOUT.md separately.
The truth and the pressure
Tamsin, the bellkeeper's apprentice, borrowed the beacon lens to signal two travelers stranded on a flooded riverside shelf. She expected to return it quickly. The damaged bridge delayed everyone, and she is afraid to abandon the travelers. She is helpful, frightened, and willing to cooperate.
The evening ferry needs a guiding light. The travelers need a safe way up the bank. The adventure asks the party to solve both needs, not to defeat a secret villain.
Use sunset as understandable story pressure. Tell players before time passes significantly. Do not secretly punish them for learning the VTT. There is always another way to reach a location, get the next clue, or ask for help.
A manageable first session
Plan for about 90-120 minutes including teaching and a break; this is a suggested schedule, not a measured completion time. Shorten descriptions or stop at the chapel if your group needs longer.
- First 15 minutes: agree tone and boundaries, introduce the characters, check map visibility, practice one move and one roll.
- Next 20 minutes: meet Nessa at the dock, discover the problem, choose a plan.
- Next 20 minutes: reach the bridge, help Orrin, and learn where the lens went.
- Take a short break and ask whether everyone can still see and control their token.
- Next 25-35 minutes: reach the chapel, understand Tamsin's dilemma, and carry out a solution.
- Last 10 minutes: describe the outcome, invite each player's closing moment, record consequences, and agree the next session.
Scene 1: Willowmere Dock
Read aloud: "A quiet bell rings over the water. At the dock, a woman in a patched blue coat shields an empty lantern from the wind. Out on the river, the evening ferry is only a distant shape. 'The beacon's lens is missing,' she says. 'Will you help me bring its light back?'"
Nessa is practical and warm. She wants people safe and can lend rope, a hand lantern, and a small cart. She offers supper and a place to sleep as thanks. No one must accept an obviously dangerous job just to participate; ask what makes each hero willing to help.
Give these facts freely when the party examines the beacon or talks to Nessa: its blue lens was removed without breaking the housing; Tamsin was seen carrying a wrapped blue object toward the old bridge; the beacon can work again if the lens is returned or a bright temporary signal is arranged.
Ask: "What would you like to check or take before you leave?" Let two different players contribute. A careful search can reveal a useful coil of rope or a rough sketch of the chapel, but never withhold the bridge's location behind a die roll.
Leave for the bridge when the players choose to follow the lead. If they instead organize a dockside signal, let that plan help the ferry and have Orrin arrive asking for help at the chapel.
Scene 2: Old Bridge
Read aloud: "The river presses against the old stone bridge. Several boards are missing from its middle. Beyond the gap, a messenger braces a little cart with one boot. A blue flash answers from the chapel on the hill."
Orrin is an exhausted messenger. He saw Tamsin cross with the lens and heard her call for more rope. He knows two travelers are stranded near the chapel. He wants his cart safe, but will leave it if people need help.
Offer three visible possibilities: secure a rope and cross carefully; use sound boards from the cart to make a temporary walkway; or take a longer path around the shallow upstream ford. Invite other sensible solutions. The longer path costs story time, not access to the rest of the adventure.
For an uncertain attempt, describe the risk before calling for a roll. A setback might mean wet supplies, a dropped bag that can be recovered, or needing another character's help. Avoid surprise lethal falls during the introductory exercise. If a player proposes a careful, well-equipped plan with no meaningful uncertainty, simply let it work.
Whatever the outcome, Orrin supplies the chapel lead. Success can also earn his help and a cart of useful boards. At a slow table, let the first workable plan succeed and move on.
Scene 3: Bellkeeper's Chapel
Read aloud: "Blue light sweeps through the chapel window. Inside, an apprentice turns a glass lens above a lantern. From the riverbank below comes an answering wave. 'They're still down there,' she says. 'I couldn't leave them in the dark.'"
Tamsin explains the truth as soon as someone asks. The two travelers are cold but unhurt. They are on a ledge below the chapel's riverside path; they are not hidden enemies. Describe the ledge verbally rather than requiring a second map.
Let the party solve the competing needs. They might keep the signal running while a rope team rescues the travelers, use Orrin's boards to build a safer path, or send someone back to arrange a temporary beacon while the others help Tamsin. A good alternative should work even if it is absent from these notes.
Give everyone a job: secure a line, talk someone through the climb, carry a lantern, calm a frightened traveler, watch the river, or return to Nessa. Rotate attention among players. Ask for a roll only when its outcome will change the situation.
If time runs short, narrate the last safe steps after the party makes a workable plan. The meaningful choice is how they help; the finale does not require a combat encounter.
Resolve the evening
- Both rescue and beacon succeed: the ferry docks safely; Tamsin apologizes, and Nessa asks the party to help improve the warning system.
- Rescue succeeds while the ferry waits: the ferry anchors safely until morning; villagers organize food and shelter, and repairs become tomorrow's job.
- The lens returns before the rescue: Nessa sends a second rescue team with the party's information. The travelers survive, and Tamsin asks why she was left alone. Let the group respond.
- The party invents a different solution: follow its sensible consequences. Give credit for cooperation, not for matching this outline.
Ask each player: "What is one small thing your character does before turning in?" Record one changed relationship and one unanswered question. Ask the players which lead sounds fun next.
Optional rules for a first practice evening
These are original, deliberately small practice rules. They are not D&D character-building rules and do not make Ari a legal D&D character. If your group already chose a ruleset, use that ruleset and approved characters instead.
Each hero has a name, one useful talent, one connection to Willowmere, and the same basic chance on a roll. Use the 10 HP, 12 AC, 30-foot speed, and ability-score-10 entries only as interface practice values; this story exercise does not use HP loss, armor, classes, spells, or combat.
For a risky action, agree the possible benefit and setback before rolling /roll 1d20. A result of 10 or more gets the intended result. A result of 9 or less changes the situation: success with a manageable cost, a need for help, or a different available route. Keep crucial information available. Each helper describes a concrete contribution; a strong preparation can remove the need for a roll. Let a hero's talent justify something plausible they know or can do, without adding a numerical bonus.
Move tokens to show agreed positions. One square is 5 feet. During conversation and exploration, take turns speaking naturally; there is no timed movement budget in this exercise. Stop or simplify an action that makes someone uncomfortable.
Turn the first adventure into a campaign
Session 2, The Broken Warning Posts: river villages disagree over who should maintain the signals. Reuse the dock for negotiations and the bridge for repair work. Add one new location only after the party chooses its destination. Let Nessa, Orrin, and Tamsin react to what happened last time.
Session 3, Lights Beyond the Marsh: one restored warning post starts signaling an impossible route. A lost surveyor asks for help, and the party must decide who can be trusted with the old river charts. Bring back a consequence from session 1, rather than declaring all its choices irrelevant.
Prepare situations and people, not a required sequence of player actions. Before each session, write a recap, a current problem, three clues or leads, two ways forward, and one consequence that could matter later. End each session by asking where the party wants to go next. That answer tells you what to prepare.
Session record template
Date and attendees:
What the party wanted:
What actually happened:
NPC relationships changed:
Promises, rewards, and unfinished jobs:
Current location and character resources:
Player-selected next destination:
One thing to simplify in the VTT next time: