The Drowned Lantern
Battlemap (tavern interior) · Square grid, 5 ft per square, 16 × 12 squares
A low-beamed dockside tavern on the river, half below street level, with a trapdoor in the cellar that opens straight onto the water.
Map key
A.Taproom
Six tables and a long bench. Tables can be flipped for half cover (an action).
B.Bar
Oak counter giving half cover; three-quarters if you crouch behind it. The keeper keeps a loaded crossbow under it.
C.Snug
A curtained booth where deals are made. The curtain blocks line of sight.
D.Cellar
Barrels, nets and a trapdoor to the river. A creature that drops through falls 10 feet into deep water.
E.Gallery
Balcony 10 feet above the taproom. A creature can jump down to make an attack with advantage, then must succeed on a DC 12 Dexterity (Acrobatics) check or fall prone.
Hazards
- Spilled ale: squares by the bar are difficult terrain once a fight starts.
- The lantern: hitting the hanging lantern (AC 12) drops burning oil in a 5-foot square, dealing 1d6 fire damage to anyone there.
History
The Drowned Lantern got its name when the river flooded and the landlord kept serving in waist-deep water. The trapdoor has been there longer than the tavern.



