Encounter 2

The Cistern Lantern

The final chamber opens into a round well of black water. A lantern the size of a wagon wheel hangs from three chains above it. Its glass is cracked, its flame is green, and the missing brass key turns slowly inside the light as if suspended in deep water.

Setup

The old lantern is both machine and ward. It is not evil, but it is damaged and overcorrecting. Each round, the chamber answers loud violence by releasing more pressure, spray, and echoing bell tones.

Ways to Resolve

  • Repair: recover the key, calm the pressure valves, and relight the flame.
  • Combat: defeat or drive off the guardian spirit, then stabilize the lantern afterward.
  • Bargain: promise renewed maintenance, public remembrance, or a restored river rite.

Skill Challenge: Stabilize the Lantern

CheckCrafting/Engineering to repair, Religion/Arcana to calm the ward, Diplomacy to bargain with the guardian, or Athletics to hold the chains steady while another PC works.
SuccessPC 1 reduces the pressure clock by one step or creates an opening for another PC to recover the brass key safely.
CriticalPC 1 notices the lantern is protecting Greyford badly, not attacking from malice. The party may bargain or repair without finishing the fight first.
FailureThe attempt still reveals useful information, but the water rises, the bell rings, or the guardian gains a better position.
Escalation: if the PCs ignore the lantern and only fight, the water rises each round. At three escalations, the escape route begins flooding and the scene becomes a rescue problem.