The Lantern Keeper’s table

A longer road.
Let the dice decide.

Pull up a chair at the Lantern Keeper’s table. Enter an original mystery, follow the path the dice reveal, and carry each discovery into the next encounter. Three tiers. Nine rolls. An account worth bringing home.

Try a full tabletop expedition

The Missing Fifth Lantern

Create a hero, roll ability checks, meet guardians, and explore a three-session mystery with inventory and a map.

Enter the campaign →

Ten adventures · five classes

Each adventure has three tiers and nine encounters. Roll to discover your route, witnesses, setbacks, and ending. Your earlier discoveries travel with you. You never choose an outcome.

warrior · with Rowan · Ashvale bridge

The Last Lantern

15–25 minutes of story · progress saves on this device

The last lantern on Ashvale bridge has gone dark. Beyond the river, a caravan waits under a sky the color of bruised copper. Its lead wagon carries the winter records of three villages: names, seed promises, and letters that have already traveled farther than their writers ever will. Rowan meets you beside the bridgekeeper’s abandoned stool. The lantern is intact, the oil is clean, and someone has carefully wrapped the wick in red thread. This is not an accident. Before the caravan can cross, you must learn who silenced the signal—and why the bridge answers every footstep with a second, lighter echo.

  1. I · The summonsIn progress
  2. II · The hidden accountLocked until the preceding encounters are resolved
  3. III · The returnLocked until the preceding encounters are resolved
0/9 encounters resolved0 clues0 acts of help0 complications

I · The summons · encounter 1 of 9

The silent approach

The first arch is closed by a ribbon tied at shoulder height. Under it lies a dropped glove, still warm from a hand. Rowan tests the railing instead of the bridge deck. A faint tapping comes from below: three beats, a pause, then two. It sounds less like a warning than someone trying to remember a song.

Your first roll determines how the summons reaches you.

The die decides

Roll to reveal what happens. Every face continues the adventure.

Low rolls introduce detours and help. High rolls uncover connections. Neither changes the demands of a real-world task.
Your current chronicle · 0 recorded encounters

Original fiction. Your run and its dice results stay on this device; the latest eight finished runs per adventure are kept. You can switch adventures and return without losing your place.