The Lantern Below
The Carrow Point light went dark three nights ago and its keeper vanished. Go down into the flooded smugglers' cellar beneath it, find the lamp's crystal heart, and light the beacon before the storm fleet reaches the rocks.
Needs Games in Chat added once: how to add it.
Night, a rising gale. You stand in the base of the Carrow Point lighthouse. The beacon above has been dark for three nights; its keeper, Ada Moss, is missing. Fishing boats are out in the storm. The lamp's crystal core, the Lens Heart, is gone from its cradle, and an open trapdoor breathes cold, wet air from the cellar below.
Your goal: Find the Lens Heart below the lighthouse, bring it up to the Lamp Room and set it in the lamp. You lose if your HP reaches 0.
A round stone room. Ada's oilskin coat still hangs on its hook and her tea has gone cold on the table. A spiral stair climbs up; an open trapdoor drops into darkness.
8 places to explore · 3 dangers · 12 HP to start
Move room to room, search for gear and read what you find.
Every attack and every dodge is a d20 roll the engine makes, never the narrator.
Watch your HP, use what you carry, and reach the end.
A storm has cut off a small island guesthouse, and its owner is dead from poisoned cocoa. Four people were under his roof. The ferry comes at dawn. Find out who did it, and prove it.
During the annual book fair at a village library, a rare-book appraiser is found dead in the locked reading room. The only key hung on the librarian's ring all afternoon. Four people had reason to be near it. Work out how the room was entered, and who did it.
The lights have gone out across the city, and in the dark the Aurora Hotel's star singer has lost her sapphire necklace. The night porter lies dazed in the lift, and everyone says a sneak thief must have slipped in from the street. Someone inside wants you to believe that. Find the thief and prove it.
The Vessel Square clocktower has sealed its doors, and its brass automatons have woken. When the great bell strikes midnight, the gears will grind the tower shut for good. Climb through the turning labyrinth, recover the Mainspring Key and set it in the bell's escapement to stop the clock.
Research station Kestrel-9 hangs in orbit above a banded gas giant, silent for eleven days. Your shuttle is crippled and the station is your only hope. Fight past rogue drones, cross a vented section, find the beacon core, and relight the distress beacon.