Description
Adventure Summary
The Lanterns of Drowned Glass is a coastal mystery and horror-tinged campaign framework for a party of 4-5 characters beginning at 3rd level and concluding around 7th level over 5 sessions of roughly 4 hours each. The heroes arrive in the fishing village of Brinewick as sea monsters grow bolder, boats vanish in luminous fog, and a minor noble disappears while investigating strange lights in nearby ruins exposed by the tides. What begins as a rescue mission turns into a struggle over truth, memory, and power as two rival local factions manipulate the party into weakening one another, all while an ancient mind beneath the sea seeks to reclaim the coast through fear, slavery, and rising waters.
Background
Brinewick sits on a gray crescent of coast where jagged reefs choke deeper harbors and cold currents roll in from an unquiet sea. The village survives on herring, lamp-shell pearls, smoked eel, and salvage brought up from wrecks broken against the reefs. The people of Brinewick have always lived with danger, but they have also lived with a useful legend: that the old ruins beyond the tide line are cursed, and that no one who watches the sea-lights too long comes home unchanged. Until recently, most villagers treated the tale as a warning for children and drunk sailors.
The ruins are the shattered remains of Drowned Glass, a sea-cliff observatory and tide temple raised centuries ago by scholars who studied the moon, currents, and deep-water migration. They built crystal lenses into towers and channels to track light beneath the sea. When the complex fell during an earthquake and storm surge, much of it collapsed into flooded caverns below the cliffs. The survivors sealed what they could and founded Brinewick inland from the wreckage. Over generations, the true reason for the seal was buried. The observatory had not merely watched the sea; it had imprisoned an aboleth in a network of flooded chambers whose mirrored lenses disrupted its influence and confused its senses.
Now the old wards are failing. Storm damage, illegal salvage, and secret excavations have reopened passages below the ruins. Strange lights shine through the surf at night as crystal housings crack and arcane reservoirs leak into the water. Fish schools turn erratic, boats drift off course, and creatures from deeper channels gather near shore. Into this tension came Lord Cassian Vale, a curious noble with family ties to the coast and a talent for asking the wrong questions in the right places. When he vanished while investigating the lights, Brinewick’s fear hardened into panic. But panic is useful. Two local factions have already begun shaping the story to their advantage, each hoping the party will become a weapon they can point at the other.








Reviews
There are no reviews yet.