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The Secrets of Skyhorn Lighthouse V7

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THE

SECRETS OF SKYHORN
LIGHTHOUSE

The Secrets of Skyhorn Lighthouse is a Dungeons & Dragons adventure designed for a group
of four or 2ive players of 5th-level characters.
This adventure is meant to be dropped into any Dungeons & Dragons setting with a
nearby seaport or harbor town.

BY KELSEY DIONNE

THE SECRETS OF SKYHORN LIGHTHOUSE 1


TABLE OF CONTENTS
Section Page
Synopsis and Background 4
Rumors in the Harbor 5
Scurvy Dog2ight 6
Sea Monster Attacks 7
Under Siege 8
The Light in the Tower 9
The Caverns Below 10
Wounded Lion 11
Hostages 12
Summoning Room 13
Aftermath 14
Appendix A: Maps 15
The Docks 15
The Annabel Lee 16
Skyhorn Lighthouse 16
Skyhorn Lighthouse Caves 17
Appendix B: New Monsters 18
Eelfolk 18
Eelfolk Hunter 19
Eelfolk Scourge 19
Eelfolk Stormcaller 20
Secret Lore 21
Acknowledgements and Credits 22

THE SECRETS OF SKYHORN LIGHTHOUSE 2


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THE SECRETS OF SKYHORN LIGHTHOUSE 3


SYNOPSIS
A WORD TO THE GM

• At the beginning of the adventure, the party This adventure is meant to be run at a glance
learns through one of the hooks that ships with minimal preparation and a natural
have stopped transiting the harbor for fear of delivery. This required re-thinking the normal
“sea monsters.” They also learn nearby adventure presentation a bit. Here’s what you’ll
Skyhorn Lighthouse is in distress. The party find included:

is able to find one captain, Sheila Coppertree,


who is willing to risk going to the lighthouse.
• Each encounter contained on one page.

• On the way to the lighthouse, a water • Bulleted lists. Bolded keywords.

elemental attacks the group. When the • Hyperlinks to monsters and rules online for
adventurers arrive at the lighthouse, they quick reference.

find it under siege by eelfolk.


• Printable cards for each monster and PC so
• The party learns of flooded caves beneath the you can run encounters using a card stack. A
lighthouse either through exploration or short video walkthrough of this method can
from Lucien Skyhorn, the lighthouse keeper be found here.

who is barricaded in the lantern room.


• Short room and area descriptions. No
• Inside the caves, the group discovers the paragraphs of droning flavor text — set the
eelfolk are forcing captured sailors to use a scene naturally and embellish as desired.

Bowl of Commanding Water Elementals to • Briefly explained non-encounter rooms.


summon water elementals and wreak havoc Again, embellish as desired!

on the surrounding sea passage and harbor.


• GM maps and player-safe digital maps for use
with virtual tabletops.

BACKGROUND
• Printable cards for special treasure handout.

• A short video walkthrough of the adventure


• Lucien Skyhorn is sworn to protect the secret
can be found here.

Bowl of Commanding Water Elementals


hidden in the watery caves below his family’s
PACING/TRANSITIONS

ancestral lighthouse.

• A few days before the adventure begins, a A dramatic question is presented with most
raiding group of eelfolk entered the caves scenes. Once that question has been answered,
below the lighthouse via a hidden cove. the tension of the scene is resolved. That’s your
There, they discovered the bowl. Since then, cue to work toward the transition provided at
they've used it to capture a merchant ship the end the scene — even if that means
that was transiting the harbor. The eelfolk summarizing the end of a clearly decided
learned (the hard way) that a summoned combat, or in the case of clever players,
elemental sometimes turns against its skipping combat altogether. Keep the game
summoner, so now they’re forcing the moving toward the next challenge!

captured crew to do the summoning ritual.


Room descriptions that are usually long
• The eelfolk are trying to finish off Lucien, blocks of literary read-aloud text have been left
who is barricaded in the top room of the short and informational in this adventure.
lighthouse. They plan to seize total control of Many Game Masters prefer to paraphrase read-
the small island to continue using more aloud text and set the scene based on what
water elementals to capture passing ships. tone and level of detail his or her group finds
They feel Lucien’s stubborn presence is a engaging. Anything listed before the
threat to their plans.
Development sections is safe to share
however you prefer to do so.

THE SECRETS OF SKYHORN LIGHTHOUSE 4


RUMORS IN THE HARBOR Captain Sheila Coppertree, CG half-elf spy
The characters begin in any harbor or coastal “Want to lose at a round of black tar dice?”
town. The town should have access to housing,
basic provisions, and a shipping dock. • Appearance. Tan and athletic. Blonde,
braided hair. Favors tricorn hats.
A story has been spreading about town that • Does. Sings bawdy sea songs about
there’s a sea monster attacking ships near mermaids.
Skyhorn Lighthouse. Traf2ic in the harbor has • Secret. She travels the seas searching for
come to a standstill amid the rumor. her greatest love and rival — Pirate Captain
Annabel Lee, the namesake of her ship.
At any point during the PCs’ time in town, use
some or all of the following hooks to introduce
them to the adventure:

APPEAL TO REWARD
A very concerned merchant named Benji
Frogwater (LG hal2ling noble) approaches the
PCs, citing their reputation. He offers a reward
of 200 gp each if the they’ll investigate a
merchant ship of his, the Jade Lion, that was
last seen in the waters near Skyhorn
Lighthouse. He’s worried about the sea
monster rumors and offers an additional 200
gp each if the party safely returns the crew
(including his young son, Raf) and cargo.

APPEAL TO HEROISM
Captain Sheila Coppertree seeks out the
group. She says she witnessed a massive wave
grab a merchant ship, the Jade Lion, and drag it
against the tide toward Skyhorn Lighthouse. A
friend of hers, Captain Aryn Hest, was on
board (alternatively, replace this with a mutual
friend the PCs also know). She offers the party
free transport to any harbor of their choice
after the adventure if they go with her to help.

APPEAL TO DISCOVERY
A seagull lands on one of the characters. It
opens its beak and says, “This is a message
from Lucien Skyhorn, from the lighthouse.
We’ve been attacked by creatures from the sea!
Please, send help before it’s too late, I beg any TRANSITION
who hears this…” Then the seagull squawks
The PCs go to the harbor to seek passage to or
and 2laps away.
information about Skyhorn Lighthouse.

THE SECRETS OF SKYHORN LIGHTHOUSE 5


SCURVY DOGFIGHT Gaspar, NE human bandit captain
“Ye owe us, Sheila! Yer ship is ours!”
THE DOCKS
• Appearance. Tall and hunched over. Scar
• Skyhorn Lighthouse’s faint glimmer is visible across his nose.
on a small island a few miles out to sea. • Does. Grinds his teeth and spits frequently.
• The docks are choked with ships. It’s quiet • Secret. Fell from grace as the captain of a lord
compared to the normal bustle of activity. he betrayed.

DEVELOPMENT
• Sailors on the docks reiterate the rumor Neeno, NE half-orc bandit captain
about the sea monster, some claiming falsely “We know you use weighted dice. We’ve caught
to have seen it (they fabricate a description). you, wench.”
They refuse to take the PCs out to sea.
• If asked about who might take them to the • Appearance. Remarkably tidy. Oiled-back hair.
lighthouse, sailors point the PCs in the • Does. Looks at his nails and cleans them
direction of Sheila Coppertree’s sailing ship, while talking.
the Annabel Lee (see Appendix A for maps). • Secret. Plans to assassinate Gaspar and take
• As the characters approach Sheila his ship soon.
Coppertree’s ship, she swings down to the
docks to greet them. Refer to the adventure
hook Appeal to Heroism for what she
TALK IT OUT
knows. Success if conUlict score reaches 0. Go to the
combat section if it reaches 5.
• After a few moments of talking to Sheila, two
pirates who lost a fair game of dice to her • Gaspar and Neeno begin with a collective
interrupt the conversation with demands conUlict score of 3.
that she pay up by turning over her ship. • A large bribe reduces their score by 1.
They've planned a surprise attack. • A DC 15 Charisma (Persuasion) or Charisma
(Deception) check reduces their score by 1.
A failed check increases their score by 1.
DRAMATIC QUESTION
• Using Charisma (Intimidation) increases
Can the characters appease or defeat the their score by 1.
pirate threat? • Wisdom (Insight) DC 15 reveals one of the
above details, or their current con2lict score.

COMBAT
• Gaspar (G) and Neeno (N) shove characters
into the water if given the chance.
• On round two, four of Neeno’s thugs (T) pop
up on nearby ships and 2ire their crossbows.
• Enemies below one-third their hit points 2lee.

TRANSITION
The PCs collect what they need and strike out
on the Annabel Lee toward the lighthouse.

THE SECRETS OF SKYHORN LIGHTHOUSE 6


SEA MONSTER ATTACKS DRAMATIC QUESTION
Can the characters defend the ship against
APPROACHING THE DOCKS the water elemental?
• The Annabel Lee cuts through the ocean in a
swift, bold path. It has a crew of 20 loyal COMBAT
sailors (they use the bandit statistics •The water elemental is tall enough
block). It reaches the bay in front of to attack creatures on the edge of
the lighthouse island after the ship without leaving the
three hours. water.
• The lighthouse is situated on a •It tries to use its Whelm
steep, rocky island with a low action on the 2irst turn on
stone wall at the top. The two PCs at once.
island is 100 feet in •It is compelled by its
diameter. summoner to 2ight until
• A staircase leads destroyed.
from a 40-foot •Sheila steers for the safety
wooden dock up a of the docks. It takes three
steep path to the rounds to get there. She
lighthouse. won’t move her ship
• The gate door again until she can
at the top of inspect it.
the stairs 2laps
open and closed Treasure
like a broken gull Upon defeat, the water
wing. elemental coughs up a
• The Jade Lion pouch containing six
merchant ship is not docked Beads of Force.
at the island — the docks are empty.

DEVELOPMENT
• The Jade Lion is hidden in a narrow cove on
the opposite side of the island that leads to
Area 7 (see Appendix A: Maps).
• A water elemental in the bay attacks any
incoming ships once they are within 80 feet
of the docks.
• Characters whose passive Perception scores
are 12 or higher notice a strange wave slicing
toward the ship against the tide.
• The water elemental slams into the ship
with a sickening crunch and boils out of the
sea. Surprised PCs must pass a DC 15
Dexterity save or fall prone. Characters who TRANSITION
noticed the elemental and brace themselves
The group ascends the stairs to the lighthouse.
have advantage on the save.

THE SECRETS OF SKYHORN LIGHTHOUSE 7


UNDER SIEGE DEVELOPMENT
• Characters can avoid detection each time
they move or make noise within earshot of
APPROACHING THE LIGHTHOUSE the eelfolk by making a group Dexterity
• The slippery stairs switchback 40 feet up to (Stealth) check higher than the eelfolk
the 2lat, 100-foot diameter part of the island. hunters’ passive Perception 12 score. The
• The crumbling stone wall surrounding the eelfolk attack if they detect the PCs.
top of the island is 10 feet high and can be
scaled with a DC 10 Strength (Athletics) DRAMATIC QUESTION
check. The gate door is broken open.
Will the group avoid or defeat the eelfolk?
• The stone lighthouse is 60 feet tall, its
blazing beam illuminating the sky.
COMBAT
DEVELOPMENT • The four eelfolk (marked E) rush to attack
the characters in melee. The two eelfolk
• The lighthouse door is barricaded and can
hunters (marked H) 2lip the long tables over
be opened with a DC 18 Strength check.
for half cover and throw javelins.
There is no guard posted outside.
• Four more eelfolk and two eelfolk hunters
• PCs can climb the damp lighthouse walls
join the combat from Area 2 on the second
with a DC 20 Strength (Athletics) check.
round of combat, excluding a possible
• The lighthouse has two windows 40 feet off
surprise round.
the ground that open into the stairwell
between Areas 1 and 4. The glass can be
shattered with a DC 12 Strength check or Treasure
opened with a DC 15 Dexterity check. Area 4 The eelfolk have 24 gp total, as well as an
has windows 60 feet up on two sides that can assortment of coral and shell trinkets.
be opened with the same checks.
• Lucien Skyhorn is in Area 4. He’s de2iantly AREA 2: BARRACKS
kept the lantern lit and burning bright for
• A room housing old bunk beds with frayed
days. He can open a window from the inside.
linens. An empty weapons rack sits against
the eastern wall.
AREA 1: THE MAIN HALL
Breaking down the door results AREA 3: STORE ROOM
in no surprise for either party.
•Moldy food and clawed-apart barrels are
scattered around the room.
• Smashed barrels and chairs
litter the 2loor of the main DEVELOPMENT
hall. Tapestries with a
•A hidden Uloor grate leads to Area 5.
nautilus shell symbol (the
It can be located with a successful DC 20
Skyhorn crest) are pulled
Intelligence (Investigation) check.
from the walls and shredded.
• Six toothy eelfolk sit at the
grand tables and jabber in
Eelfolk. They are angrily TRANSITION
discussing how to get into Area 4
Characters move on to Area 4 or Area 5.
and kill Lucien.

THE SECRETS OF SKYHORN LIGHTHOUSE 8


THE LIGHT IN THE TOWER DRAMATIC QUESTION
Will the characters help Lucien defeat the
AREA 4: THE LANTERN ROOM eelfolk and save the Bowl of Commanding
Water Elementals?
• The iron door at the top of the stairs is
barricaded (DC 25 Strength check to open).
DISCUSSION WITH LUCIEN
Lucien can share the following information:
DEVELOPMENT
• Lucien Skyhorn casts heat metal on the door • The eelfolk have discovered the Bowl of
if someone tries to batter it down. Commanding Water Elementals his family has
• Lucien has been subsisting on conjured kept secret in a cave below the lighthouse for
berries and water for the last few days and is six generations. The bowl is special; because
desperate for help. it’s 2ixed in place, it can draw on the sea to
• The air inside the lantern room is heavy summon elementals twice a day.
with the smell of burning oil. A massive • Eelfolk are murderous raiders that lurk
lantern on a metal post streams a beam of around shorelines and underwater caverns.
light into the sky. Two glass windows offer • The Skyhorn family uses the bowl to summon
high vantage points over the island and sea. water elementals to help ailing ships reach
harbor. There used to be many Skyhorns
Lucien Skyhorn, NG human druid living on the island long ago.
“A Skyhorn will always be a beacon for good.” • Lucien is the last of his family. He is sworn to
protect the bowl and keep it from falling into
• Appearance. Short of stature. Wild, white hair evil hands.
and grey eyes. • A summoned water elemental can break
• Does. Constantly waggles his bushy eyebrows loose of its compulsion if the summoner’s
to emphasize a point. Prone to lecturing will is not strong enough to control it. Lucien
about the scienti2ic and mystical wonders of suspects several eelfolk have died this way
the sea. and reasons they are now making their
• Secret. Feels responsible for his wife’s death hostages summon the elementals instead.
many years ago, even though he couldn’t • Lucien saw an elemental attack a merchant
prevent it. ship and tow it toward the back of the island
• Lucien has the following spells prepared: where there’s a hidden cove (Area 7).
Cantrips (at will): druidcraft, poison spray, • The trap door to the caves is hidden below a
produce Ulame; 1st level (4 slots): create or heavy barrel in the corner of the supply
destroy water, cure wounds, goodberry, speak room (Area 3) on the 2irst 2loor.
with animals; 2nd level (3 slots): animal • The caves are 2looded in many areas.
messenger, heat metal.
DEVELOPMENT
If the PCs agree to save the Bowl of
A PLEA FOR HELP Commanding Water Elementals, Lucian gives
• If the characters can convince Lucien through each of them a Potion of Water Breathing.
the door that they are allies, he will crack the
door open and let them in. TRANSITION
• Lucien hopes the party will help him expel
the eelfolk from the lighthouse. The PCs make their way to Area 1 or Area 5.

THE SECRETS OF SKYHORN LIGHTHOUSE 9


THE CAVERNS BELOW DRAMATIC QUESTION
Can the PCs avoid or defeat the sharks?
AREA 5: SOMETHING IN THE DEEP
COMBAT
• A rusty ladder leads 10 feet down from the • The hunter sharks focus on characters who
trap door in Area 3 into the briny water. are already wounded in order to use their
• The rise and crash of the tides echoes in Blood Frenzy trait. They 2lee to the ocean out
these glimmering caves. Area 7 if reduced below 15 hit points
• The water is 50 feet deep. The cavern ceiling each.
reaches 40 feet above the water.

DEVELOPMENT
• Three hunter sharks lurk in the areas
marked S on the map and will
investigate sounds in
the water.
The eelfolk
have been
feeding
them human
hostages killed by
elementals. The sharks attack
once they are within 30 feet of
anything in the water. Treasure
• The eelfolk have stacked four chests of loot The chests contain 400 gp worth of 2ine goods:
from the merchant ship on the cave 2loor at bottled perfumes, silverware, statues, jewelry,
the areas marked T. Characters carrying the and other trinkets. A worn, black-hilted dagger
heavy chests move at half speed. is actually a Dagger of Venom.

AREA 6: THE DOCK


Sidebar: Swimming In The Caves
• The water has dim visibility out to 30 feet • A small sandbar rises out of the water. Two
rowboats are tied up at a rickety wooden
due to refracting light from the cave opening.
dock anchored at the sandbar.
Characters may have an underwater light
source that improves visibility. • The crumbling, 20 foot-high wall of an
ancient, sunken tower juts from the cave
• Each foot of movement costs 1 extra foot for
wall. It can be climbed with a successful DC
creatures swimming without a swim speed.
13 Strength (Athletics) check.
• A creature can hold its breath for a number
of minutes equal to 1 + its Constitution
modi2ier (minimum of 30 seconds). TRANSITION
Suffocation rules are found here. The characters continue onto the next part of
• Underwater Combat rules can be found the caves. The sharks may remain a threat if
here. they haven’t been dispatched.

THE SECRETS OF SKYHORN LIGHTHOUSE 10


WOUNDED LION DISCUSSION WITH RAF
Raf can share the following information:

AREA 7: THE MERCHANT SHIP • A gigantic wave of water grabbed onto the
ship and dragged it into the cove.
• The open sea can be seen beyond the mouth • The “eel-men” ransacked the ship and took
of this cove.
the crew inside the cave, including Captain
• The merchant’s sailing ship, the Jade Lion, Aryn Hest, Sheila Coppertree’s friend.
is anchored at the opening of the cove. It lists
• One of the “eel-men” was bigger and angrier
in the water just out of reach of the jagged
than the others. He bossed them around.
walls. One of its masts is snapped and
• There were about 10 “eel-men,” but it was
missing.
hard to count from his hiding spot.
• There are two remaining rowboats tied to the • One or two big waves have passed by each
ship that are identical to the ones in Area 5.
day. They make the ship bob and spin like a
toy.
DEVELOPMENT • Raf sometimes hears human screams and
• The tide is very strong in the 10-foot wide terrible crashes echoing in the caves.
channel leading to the ship and requires a DC • He hasn’t been in the caves and doesn’t know
13 Strength (Athletics) check to swim. their layout.
Characters who fail by 5 or more take 7 (2d6)
bludgeoning damage as they’re slammed into Treasure
the walls.
The eelfolk looters missed a silver candle
• With the snapped mast, the Jade Lion can sail holder worth 25 gp, as well as a gold ring in a
at half speed with a DC 15 Wisdom (Survival)
mahogany lockbox worth 50 gp.
check when crewed by at least 10 sailors.

• The ship has been heavily looted. Crates of
exotic fruits and bolts of 2ine cloth have been
strewn about and destroyed. No crew are on
board.
• Stowaway: Raf Frogwater, the merchant
Benji Frogwater’s eight-year-old son and
apprentice. Raf hides in a secret cabinet in
the captain’s quarters and can be found with
a successful DC 14 Intelligence
(Investigation) check. He approaches the PCs
upon hearing them speak a language he
understands. He’s damp, scared, and hungry.

Raf Frogwater, CG hal2ling commoner


“Those horrible eel-men, they took my friends!
My Pa will get them for it!”

• Appearance. Big green eyes and freckles.


• Does. Pretends he isn’t frightened by eelfolk. TRANSITION
• Secret. Wants to become an adventuring
The group returns to the caves and continue
sailor some day, not a merchant.
exploring.

THE SECRETS OF SKYHORN LIGHTHOUSE 11


• Aryn warns the characters that the eelfolk
HOSTAGES are forcing one of his crew to summon
another water elemental in the next room.
AREA 8: THE CREW
THE EELFOLK ALERT THE OTHERS
• The doors leading to and from this room are
• All of the eelfolk take cover behind the
unlocked.
stalactites or rubble and ready actions to
• A large, faded nautilus shell (the Skyhorn attack when the PCs enter the room.
family symbol) is carved into the 2loor tiles.
• If the characters wait any longer than two
• Twelve human commoners are lashed minutes, the sailor in Area 9 is forced to
together in groups of four (marked P on the
summon a water elemental. The elemental
map). They are the Jade Lion’s surviving crew.
crashes into Area 8 to attack the PCs.
They are beaten, starved, and terrorized.
• There’s a 30% chance each round the sailor
• Aryn Hest, the captain of the Jade Lion, is will lose his concentration if he summons a
among the living prisoners. He has jagged
water elemental. If that happens, the
electrical burns on his hands and arms.
elemental becomes hostile toward him.
• Two eelfolk (marked E) sit near the door
playing a violent game involving coral
THE EELFOLK DON’T ALERT THE OTHERS
caltrops. They bolt for the door to Area 9
when they spot the characters. • Aryn urges the PCs to stop the summoning
ritual happening in Area 9.
• The eelfolk in Area 9 are too engrossed with
Captain Aryn Hest, CG human veteran the summoning ritual to hear the combat in
“Bog me brains if I let a damn walking eel have Area 8 (barring an explosion or similar).
me ship!” • The eelfolk are in the positions marked on
the map when the characters enter
• Appearance. Trim, pointed Area 9.
beard and a gold tooth. •The PCs may be able to set up
• Does. Belly laughs so loud it a surprise round in Area 9 if
rattles windows. they beat the eelfolk scourge’s
• Secret. Became a sailor passive Perception score of 13.
when a mermaid saved his
life and stole his heart. AREA 8A: PLUNDER
•The eelfolk have stacked
DRAMATIC QUESTION chests and barrels of plunder
from the Jade Lion in here.
Can the party stop the eelfolk
They contain 5,000 gp worth of
from alerting their trade goods.
companions in Area 9? •The door to Area 8 is unlocked.

COMBAT
• Both eelfolk attempt to open the door to
Area 9 and alert the other eelfolk.
• Aryn Hest tries to trip any eelfolk who run TRANSITION
near him. He doesn’t have any equipment.
The characters have only a moment to prepare
before the action in Area 9 begins.

THE SECRETS OF SKYHORN LIGHTHOUSE 12


SUMMONING ROOM DRAMATIC QUESTION
Can the characters stop the summoning
AREA 9: STALAGMITE CAVE ritual in time and defeat the eelfolk?

• Clusters of stalagmites bunch together in this


COMBAT
damp cavern.
• The eelfolk scourge (marked ES) moves into
• A crumbling, round chamber sits along east
melee against a weak-looking PC.
the wall.
• The eelfolk (marked E) gang up on stronger
• A shimmering, water-2illed bowl is set into
characters and try to surround them.
cracked, alabaster tiles at the back of the
cavern. It’s the Bowl of Commanding Water • The eelfolk hunters (marked H) hurl
javelins from cover within the circular
Elementals.
chamber. They throw javelins for three
• An eelfolk scourge screams (in Eelfolk) over
rounds and then and join the melee.
a terri2ied sailor kneeling in front of the bowl.
• The broken tower crenellations and the
• Other kinds of eelfolk are scattered around
stalactites provide half cover.
the room watching the ritual.
• The browbeaten sailor (marked S) named
Grigor (CN bandit, no weapons) will continue
to single-mindedly summon the water
elemental until halted. He fears torture if he
stops. He completes the ritual on the end of
his 4th turn of unbroken concentration.

TRANSITION
The group moves on to the Aftermath section.

THE SECRETS OF SKYHORN LIGHTHOUSE 13


AFTERMATH FUTURE ADVENTURE HOOKS
• Captain Sheila may be impressed by the PCs’
valor and offer them a new mission.
THE BOWL OF COMMANDING WATER
• Adventure may ensue on the open sea if
ELEMENTALS Sheila transports the group somewhere.
• Lucien would not take kindly to characters • Lucien may seek the PCs out again when a
trying to take the bowl. He does not award strange sailor visits the lighthouse.
them anything but a terse “thank-you and • The characters may wish to pursue and root
goodbye” if they attempt to do so. out a nearby eelfolk clan, which is rumored
• The bowl loses all magical properties if pried to be lead by a recently ascended eelfolk
out of the ground. stormcaller…
• As long as the PCs don’t
attempt to take the bowl,
Lucien gives each one a
Mariner’s Coin in thanks
for their help. The coin is
a hammered copper piece
stamped with a shining
lighthouse. When presented
to a non-hostile sailor, it
grants advantage on one Charisma
check to in2luence him or her.

SAILING THE JADE LION


• If still alive, Aryn Hest is grateful to the
characters and helps get the cargo and
exhausted crew back onto the Jade Lion using
the ship’s spare rowboats. He’s able to sail
the Jade Lion back to port for repairs.

RETURNING HOME
• The Annabel Lee suffered minor damage from
the elemental but can sail normally.
• Benji Frogwater awards the characters 200
gp each if they return Raf to him. He awards
an additional 200 gp each if the characters
return the surviving crew and chests of
goods.
• Benji sends a detachment of four soldiers and
one captain to repair and guard the
lighthouse henceforth.
• Sheila Coppertree will sail the characters to
any port of their choice, as promised.

THE SECRETS OF SKYHORN LIGHTHOUSE 14


APPENDIX A: MAPS

THE DOCKS

THE SECRETS OF SKYHORN LIGHTHOUSE 15


THE ANNABEL LEE

SKYHORN LIGHTHOUSE

THE SECRETS OF SKYHORN LIGHTHOUSE 16


SKYHORN LIGHTHOUSE CAVES

THE SECRETS OF SKYHORN LIGHTHOUSE 17


APPENDIX B: NEW MONSTERS EELFOLK
Medium humanoid (eelfolk), chaotic evil

Eelfolk Armor Class 15 (hide armor, shield)


Hit Points 19 (3d8 + 6)
Eelfolk are a piscine race with rubbery skin and
Speed 30 ft., swim 40 ft.
patterned coloration meant to provide camou2lage
amid shifting underwater light.
They slink and hunt through caves and shoals, STR DEX CON INT WIS CHA
carving out territory in bursts of aggressive
expansion. Eelfolk often lair along shorelines and 10 (+0) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 7 (-2)
submerged caverns, never too far from the surface
where they must occasionally gulp great mouthfuls
of air. Skills Stealth +3
Ambushers. Eelfolk keep to the fringes of the sea Damage Immunities lightning
and ambush any who encroach upon their territory. Senses blindsight 60 ft., passive Perception 10
While hunting, they prefer to lie in wait for prey to Languages Eelfolk
draw close before lunging out to attack. Two Challenge 1/2 (100 XP)
pouches behind their necks generate an electrical
charge they use to sense their quarry, even in the
Death Burst. When the eelfolk dies, it explodes in a burst
murkiest depths. of pent-up electricity. Each creature within 10 feet of it
Storm Worshippers. Eelfolk worship the squalls must make a DC 12 Dexterity saving throw, taking 7 (2d6)
of the sea as though they were gods, viewing all lightning damage on a failed save, or half as much on a
storms as divinely inspired. Sailors at sea have successful one.
reported seeing dozens of eelfolk Hold Breath. The eelfolk can hold its breath for 1 hour.
cavorting through the water
Lunge. If the eelfolk moves at least 20 feet straight
during tempests. toward a target and then hits it with a long knife attack on
Growing Pains. Eelfolk grow the same turn, the target takes an extra 7 (2d6) piercing
larger and more powerful with age, damage.
shifting from stealthy hunters to
vicious brutes. Fully matured eelfolk Actions
grow extra electrical pouches that cover
Long Knife. Melee Weapon Attack: +3 to hit, reach 5 ft.,
their bodies in crackling energy. These one target. Hit: 4 (1d6 + 1) slashing damage.
scourges are more cunning and aggressive
than their younger brethren. They lead
surprise raids along shoreline settlements in
order to satiate their ever-growing hunger for
violence and food.
Storm’s Fury. During raging ocean storms, the
strongest and most cunning eelfolk 2ight with each
other to throw themselves in the path of a lightning
strike. Rarely, one lucky creature will be enveloped
in a great blast of energy. The lighting burns the
eelfolk’s bulky body away, replacing it with a gaunt
form housing magni2icent power. These eelfolk
stormcallers gain the ability to channel the
tempest’s might, summoning lightning bolts and
gales of wind to pummel their foes.

THE SECRETS OF SKYHORN LIGHTHOUSE 18


EELFOLK HUNTER EELFOLK SCOURGE
Medium humanoid (eelfolk), chaotic evil Large humanoid (eelfolk), chaotic evil

Armor Class 13 (hide armor) Armor Class 13 (hide armor)


Hit Points 39 (6d8 + 12) Hit Points 85 (10d10 + 30)
Speed 30 ft., swim 40 ft. Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA

14 (+2) 13 (+1) 14 (+2) 6 (-2) 10 (+0) 7 (-2) 18 (+4) 13 (+1) 16 (+3) 7 (-2) 13 (+1) 9 (-1)

Skills Perception +2, Stealth +5 Skills Perception +3, Stealth +5


Damage Immunities lightning Damage Immunities lightning
Senses blindsight 60 ft., passive Perception 12 Senses blindsight 60 ft., passive Perception 13
Languages Eelfolk Languages Eelfolk
Challenge 1 (200 XP) Challenge 4 (1,100 XP)

Ambusher. The hunter has advantage on attack rolls Death Burst. When the eelfolk dies, it explodes in a burst
against any creature it has surprised. of pent-up electricity. Each creature within 10 feet of it
Death Burst. When the eelfolk dies, it explodes in a burst must make a DC 13 Dexterity saving throw, taking 7 (2d6)
of pent-up electricity. Each creature within 10 feet of it lightning damage on a failed save, or half as much on a
must make a DC 12 Dexterity saving throw, taking 7 (2d6) successful one.
lightning damage on a failed save, or half as much on a ElectriBied Body. A creature that touches the scourge or
successful one. hits it with a melee attack while within 5 feet of it takes 5
Hold Breath. The eelfolk can hold its breath for 1 hour. (1d10) lightning damage.
Lunge. If the eelfolk moves at least 20 feet straight Hold Breath. The eelfolk can hold its breath for 1 hour.
toward a target and then hits it with a spear attack on the Lunge. If the eelfolk moves at least 20 feet straight
same turn, the target takes an extra 7 (2d6) piercing toward a target and then hits it with a claw or bite attack
damage. on the same turn, the target takes an extra 7 (2d6)
piercing damage.
Actions
Actions
Multiattack. The hunter makes two spear attacks.
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 Multiattack. The scourge makes three melee attacks: one
ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing with its bite, two with its claws.
damage (two-handed melee attack) or 5 (1d6 + 2) Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one
piercing damage (ranged attack). target. Hit: 9 (2d4 + 4) piercing damage.
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 11 (2d6 + 4) slashing damage.

THE SECRETS OF SKYHORN LIGHTHOUSE 19


EELFOLK STORMCALLER
Medium humanoid (eelfolk), chaotic evil

Armor Class 15 (hide armor)


Hit Points 117 (18d8 + 36)
Speed 30 ft., swim 40 ft.

STR DEX CON INT WIS CHA

11 (+0) 16 (+3) 14 (+2) 8 (-1) 14 (+2) 18 (+4)

Skills Intimidation +7, Perception +5, Stealth +8


Damage Immunities lightning
Senses blindsight 60 ft., passive Perception 15
Languages Eelfolk
Challenge 6 (2,300 XP)

Death Burst. When the eelfolk dies, it explodes in a burst


of pent-up electricity. Each creature within 10 feet of it
must make a DC 13 Dexterity saving throw, taking 7 (2d6)
lightning damage on a failed save, or half as much on a
successful one.
Hold Breath. The eelfolk can hold its breath for 1 hour.
Innate Spellcasting. The stormcaller’s innate spellcasting
ability is Charisma (spell save DC 15). It can innately cast
the following spells, requiring no material components:
At will: detect magic, thunderwave
2/day each: call lightning, fog cloud, lightning bolt
Actions
Multiattack. The stormcaller makes two claw attacks.
Claws. Melee Weapon Attack: +6 to hit, reach 5ft., one
target. Hit: 6 (1d6 + 3) slashing damage plus 7 (2d6)
lightning damage.
Reactions
Lighting ReBlexes. The stormcaller adds 3 to its AC
against one melee attack that would hit it. To do so, the
stormcaller must see the attacker.

THE SECRETS OF SKYHORN LIGHTHOUSE 20


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THE SECRETS OF SKYHORN LIGHTHOUSE 21


Acknowledgements
Special thanks to John from www.5thsrd.org for permission to link to his site. Very many
thanks to The Angry GM for wisdom, especially about pacing and structure. Finally, my
most heartfelt gratitude to Jessee Egan for phenomenal art direction and design.

Credits
Logos, trade dress, art direction: Jessee Egan / jesseeegan.com
Cartography: OneDayGM / 2iverr.com
Cover: Andrey Yurlov / shutterstock.com
Additional cover art: Stephane Bidouze / shutterstock.com
Fantasy Grounds module: Gwydion / www.twitch.tv/gwydione
Compass, Pirate Fight, Barrel, Shark, Pirate Ring, Treasure Chest, Pirate, Coins: Publisher’s
Choice Quality Stock Art © Rick Hershey / Fat Goblin Games
Water Elemental: Gary Dupuis / Purple Duck Games

THE SECRETS OF SKYHORN LIGHTHOUSE 22


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