Table Ready / Your next game
Host your first adventure
Rehearse the opening of The Lantern at Low Tide, then download a host checklist, character prompts and the complete adventure.
1. Set the table
Four players plus one GM · 90-minute plan · No combat. Share or split the table duties for three or five players.
Rising water and temporary isolation. Keep everyone on visible dry ledges; describe any difficult rescue from the quay if preferred. Agree that anyone can pause or change a detail. Each player needs a name, an ordinary useful skill and a reason to help.
For the short route, put six tide counters, one rope counter and three lamp counters on paper. The log and signal board begin visible. Discussion and movement cost no counters.
Read the situation behind the opening — GM only
A fuse failed five minutes before Mira closed the gate to protect the crew. The gate did not break the lamp. The small side channel lowers water for a rope crossing; a longer service stair preserves the gate position. Either the repaired lantern or three shore lamps can guide the ferry.
2. Rehearse the first choice
Read aloud:
A waiting light moves once beyond the black shoals. Oren puts three covered lamps at your feet. “The ferry can wait. Those people behind the gate cannot wait all night. Tell me which light to send.”
Ask, “Would you like to collect Tess's repair tray, or inspect the routes to the crew first?” Pick either response to practise what happens next. This practice uses a fresh scene and does not save progress.
3. Take the complete story to your table
The ZIP includes a host checklist, ordinary-character prompts, the 90-minute GM book, player map, handouts and PDFs. Read the full GM book before play; the rehearsal covers one decision.
The HTML files print from your browser and work offline after unzipping. Keep all GM material private.