Short urban dungeon for levels 2-3

The Lantern Under Greyford

Lord Aldren Greymark's summons arrives at dusk, sealed in blue wax and carried by an exhausted rider. Something is moving again beneath the old dungeon outside Greyford, and the lord wants quiet investigators before fear reaches the market.

Adventure Premise

The PCs meet Lord Greymark, learn that new lights and tracks have appeared around a sealed dungeon, and follow the trail from city rumor to the old entrance. The activity is tied to a neglected warding lantern beneath the ruin. If the party can reach it, recover the brass key, and relight the lower flame, the threat recedes.

  • Theme: civic mystery, wet stone, failing infrastructure, old promises.
  • Primary location: Greyford, Lord Greymark's hall, and the old dungeon below the city.
  • Expected length: one long session or two short sessions.
  • Best party fit: investigators, protectors, troubleshooters, or hired problem-solvers.

GM Summary

Lord Greymark hires the PCs after his scouts find fresh footprints, green lamp-glow, and broken masonry at the sealed dungeon entrance. The first scene is a non-combat briefing. The second scene is the dungeon investigation, beginning with trouble at the old gatehouse.

Running promise: this module should feel like civic trouble before it feels like a monster hunt. Give the players practical authority, a clear map, and two or three leads before asking them to enter the dark.
Failure pressure: if the lower lantern remains unlit, floodwater reaches the market drains by morning and Greyford must choose between panic and evacuation.