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LANTERN EVENTS
INTRODUCTION
A LANTERN event is a Tower Defence-style event, where you are meant to protect a site against
an invasion of a variety of enemies. You defend a Lantern by preventing the enemy from snuffing the
flame held within said lantern. Enemies will do so by simply drawing from its power once they're
adjacent to it or attempting to physically destroy the vessel holding the flame.
These events will be ran regularly throughout an event-line I will be running on the side
(Has no ties to the Spider's Web Campaign that starts in a few days. Go check it out!)
MECHANICS
A Lantern will be represented by soul lanterns or soul fire. It represents a point of interest for the antagonists
that cannot be surrendered to them lest they grow in power. Losing a Lantern to the enemy
will have repercussions through the story and not just LANTERN events.
To complete a LANTERN event, a party must defend their designated Lantern for three waves.
To do so, the party can fight, push back, create obstacles, or complete Objectives around the site.
Each site will have at least three non-combat Objectives, one for each standard wave.
More Objectives are added each wave after the third.
These Objectives range from a variety of things, such as:
Fetch Objective: One or more characters need to find an elusive object or capture a slippery object.
Capture The Flag Objective: One or more characters need to hold their position on a small area.
Puzzle Objective: One or more characters need to complete a puzzle or investigation on the site.
Transport Objective: One or more characters need to relocate an object or the Lantern itself.
Barricade Objective: One or more characters need to fortify defences on the site.
(etc.)
After successfully defending the Lantern for three waves, the party may choose to push further.
The difficulty of each wave beyond the third increases significantly but not unfairly so.
Thankfully, in return, the rewards also become significantly better the longer you push on.
REWARDS
Before the start of most LANTERN events, the party will be given a choice between
two types of reward pools. These pools will be named according to the type of
rewards they are expected to yield once a party has completed the event.
Example: Soldier's Embers will yield rewards such as poor-to-good quality armour or weapons.
This is a new idea, so it's possible these mechanics change slightly or a lot! If anyone has any feedback or suggestions for this shoot me a DM on discord.

LANTERN UNLIT
Still and stagnant waters
Always will give way
To rot, corruption, and disease.
This serves as an introductory experience to LANTERN events, which I will run on a regular basis.
In short, the premise is to defend a Lantern against the influences of invading enemies.
A standard run ends after completing three waves, with the difficulty increasing slightly each wave.
After the third wave, the party may choose to push further. Though, be warned,
The difficulty of each wave beyond the third increases significantly but the rewards also become better.
While LANTERN events are Combat-oriented, I have added ways for non-combatants
to meaningfully contribute to defending a Lantern. Each wave will have objectives such as
Puzzles, Capture The Flag Objectives, Fetch Objectives, and more.
I will be receptive to feedback and thus it's possible some mechanics change. Please bear with me!
With that out of the way:
Party Size [5 max.]
[5/5]
Glory @Tomtomgags
Rowena @SkelepunBeanie
Elowynn @celesteqiine
Folio @Bart_The_Bard
Lucian @Sekcii
Reserves
Titania @Cho
Art Credit: Calder Moore
Party Members
- Larimar ( @Meilline_Sasame )
- Elowynn ( @celesteqiine )
- Titania ( @Cho )
- Glory ( @Tomtomgags )
- Aster ( @astal ) [Party Wrangler]
Reason for Party?
Likeminded Friends* & Chosen Family**
*[Striving to fight for 'Good of the Realm'; Elowynn, Glory, Aster]
**[Larimar, Titania, Aster]
GOODWILL LOG
August 2nd - DMed 'Neir's Death' for 2 players. +1
August 3rd - DMed 'Corpse Light' for 5 players. +3
created on 02/08/2026
TOTAL GOODWILL
4
TOTAL ACCUMULATED: 4
WEALTH
0
ARTEFACTS