Act 1

The Dark Lantern

A sealed message reaches the party at dusk: Lord Aldren Greymark requests discreet help. Old stones below Greyford have begun to glow, scouts have vanished from the dungeon road, and the city is not ready to hear that the old ruin is awake.

Act Overview

This act carries the full short adventure. Scene 1 is a non-combat briefing with Lord Greymark. Scene 2 moves the party to the old dungeon, where the first danger waits at the gatehouse and the deeper problem points toward the cistern lantern.

Act Beats

  1. Summons: the PCs are called to Greymark Hall for a private meeting.
  2. Briefing: Lord Greymark explains the old dungeon activity and offers payment, authority, and supplies.
  3. Approach: the party uses the city map and old road to reach the dungeon entrance.
  4. Threshold: the Old Gatehouse Entrance encounter proves something is active inside.
  5. Descent: clues lead toward the lantern well, pressure valves, and the final confrontation.
Tone: keep the act grounded and investigative. The party should feel useful before they feel trapped. Let the lord's fear, the city's secrecy, and the dungeon's green light create pressure without rushing the players past their questions.