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TABLE OF CONTENTS Page
4
Section 5
Synopsis and Background 6
Rumors in the Harbor 7
Scurvy Dog2ight 8
Sea Monster Attacks 9
Under Siege
The Light in the Tower 10
The Caverns Below 11
Wounded Lion 12
Hostages 13
Summoning Room 14
Aftermath 15
Appendix A: Maps 15
16
The Docks 16
The Annabel Lee 17
Skyhorn Lighthouse 18
Skyhorn Lighthouse Caves 18
Appendix B: New Monsters 19
19
Eelfolk 20
Eelfolk Hunter 21
Eelfolk Scourge 22
Eelfolk Stormcaller
Secret Lore 2
Acknowledgements and Credits
THE SECRETS OF SKYHORN LIGHTHOUSE
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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 2ind included:
is able to 2ind one captain, Sheila Coppertree,
who is willing to risk going to the lighthouse. • Each encounter contained on one page.
• Bulleted lists. Bolded keywords.
• On the way to the lighthouse, a water • Hyperlinks to monsters and rules online for
elemental attacks the group. When the
adventurers arrive at the lighthouse, they quick reference.
2ind it under siege by eelfolk. • Printable cards for each monster and PC so
• The party learns of 2looded 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
paragraphs of droning 2lavor text — set the
• Inside the caves, the group discovers the scene naturally and embellish as desired.
eelfolk are forcing captured sailors to use a • Brie2ly explained non-encounter rooms.
Bowl of Commanding Water Elementals to Again, embellish as desired!
summon water elementals and wreak havoc • GM maps and player-safe digital maps for use
on the surrounding sea passage and harbor. with virtual tabletops.
• Printable cards for special treasure handout.
BACKGROUND • A short video walkthrough of the adventure
can be found here.
• Lucien Skyhorn is sworn to protect the secret
Bowl of Commanding Water Elementals PACING/TRANSITIONS
hidden in the watery caves below his family’s
ancestral lighthouse. A dramatic question is presented with most
scenes. Once that question has been answered,
• A few days before the adventure begins, a the tension of the scene is resolved. That’s your
raiding group of eelfolk entered the caves cue to work toward the transition provided at
below the lighthouse via a hidden cove. the end the scene — even if that means
There, they discovered the bowl. Since then, summarizing the end of a clearly decided
they've used it to capture a merchant ship combat, or in the case of clever players,
that was transiting the harbor. The eelfolk skipping combat altogether. Keep the game
learned (the hard way) that a summoned moving toward the next challenge!
elemental sometimes turns against its Room descriptions that are usually long
summoner, so now they’re forcing the blocks of literary read-aloud text have been left
captured crew to do the summoning ritual. short and informational in this adventure.
Many Game Masters prefer to paraphrase read-
• The eelfolk are trying to 2inish off Lucien, aloud text and set the scene based on what
who is barricaded in top room of the tone and level of detail his or her group 2inds
lighthouse. They plan to seize total control of engaging. Anything listed before the
the small island to continue using more Development sections is safe to share
water elementals to capture passing ships. however you prefer to do so.
They feel Lucien’s stubborn presence is a
threat to their plans.
THE SECRETS OF SKYHORN LIGHTHOUSE 4
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!34$%4564!%$78$%9:376;$/<=3!37>%4 Q
THE LIGHT IN THE TOWER DRAMATIC QUESTION
AREA 4: THE LANTERN ROOM Will the characters help Lucien defeat the
eelfolk and save the Bowl of Commanding
• The iron door at the top of the stairs is Water Elementals?
barricaded (DC 25 Strength check to open).
DISCUSSION WITH LUCIEN
DEVELOPMENT Lucien can share the following information:
• 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
six generations. The bowl is special; because
berries and water for the last few days and is it’s 2ixed in place, it can draw on the sea to
desperate for help. summon elementals twice a day.
• The air inside the lantern room is heavy
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
high vantage points over the island and sea. • The Skyhorn family uses the bowl to summon
water elementals to help ailing ships reach
Lucien Skyhorn, NG human druid harbor. There used to be many Skyhorns
“A Skyhorn will always be a beacon for good.” living on the island long ago.
• Appearance. Short of stature. Wild, white hair • Lucien is the last of his family. He is sworn to
and grey eyes. protect the bowl and keep it from falling into
evil hands.
• Does. Constantly waggles his bushy eyebrows
to emphasize a point. Prone to lecturing • A summoned water elemental can break
about the scienti2ic and mystical wonders of loose of its compulsion if the summoner’s
the sea. will is not strong enough to control it. Lucien
suspects several eelfolk have died this way
• Secret. Feels responsible for his wife’s death and reasons they are now making their
many years ago, even though he couldn’t hostages summon the elementals instead.
prevent it.
• Lucien saw an elemental attack a merchant
• Lucien has the following spells prepared: ship and tow it toward the back of the island
Cantrips (at will): druidcraft, poison spray, where there’s a hidden cove (Area 7).
produce Ulame; 1st level (4 slots): create or
destroy water, cure wounds, goodberry, speak • The trap door to the caves is hidden below a
with animals; 2nd level (3 slots): animal heavy barrel in the corner of the supply
messenger, heat metal. room (Area 3) on the 2irst 2loor.
A PLEA FOR HELP • The caves are 2looded in many areas.
• If the characters can convince Lucien through
DEVELOPMENT
the door that they are allies, he will crack the If the PCs agree to save the Bowl of
door open and let them in. Commanding Water Elementals, Lucian gives
• Lucien hopes the party will help him expel each of them a Potion of Water Breathing.
the eelfolk from the lighthouse.
TRANSITION
The PCs make their way to Area 1 or Area 5.
THE SECRETS OF SKYHORN LIGHTHOUSE 9
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!34$%4564!%$78$%9:376;$/<=3!37>%4 GG
HOSTAGES • Aryn warns the characters that the eelfolk
are forcing one of his crew to summon
AREA 8: THE CREW another water elemental in the next room.
• The doors leading to and from this room are THE EELFOLK ALERT THE OTHERS
unlocked. • All of the eelfolk take cover behind the
• A large, faded nautilus shell (the Skyhorn stalactites or rubble and ready actions to
family symbol) is carved into the 2loor tiles. attack when the PCs enter the room.
• 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
will lose his concentration if he summons a
• Aryn Hest, the captain of the Jade Lion, is water elemental. If that happens, the
among the living prisoners. He has jagged elemental becomes hostile toward him.
electrical burns on his hands and arms.
THE EELFOLK DON’T ALERT THE OTHERS
• Two eelfolk (marked E) sit near the door • Aryn urges the PCs to stop the summoning
playing a violent game involving coral
caltrops. They bolt for the door to Area 9 ritual happening in Area 9.
when they spot the characters. • 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
• Appearance. Trim, pointed the map when the characters enter
beard and a gold tooth. Area 9.
•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
DRAMATIC QUESTION •The eelfolk have stacked
chests and barrels of plunder
Can the party stop the eelfolk from the Jade Lion in here.
from alerting their They contain 5,000 gp worth of
companions in Area 9? trade goods.
•The door to Area 8 is unlocked.
COMBAT TRANSITION
• Both eelfolk attempt to open the door to
The characters have only a moment to prepare
Area 9 and alert the other eelfolk. before the action in Area 9 begins.
• Aryn Hest tries to trip any eelfolk who run
near him. He doesn’t have any equipment.
THE SECRETS OF SKYHORN LIGHTHOUSE 12
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!34$%4564!%$78$%9:376;$/<=3!37>%4 GI
APPENDIX A: MAPS
THE DOCKS
THE SECRETS OF SKYHORN LIGHTHOUSE 15
THE ANNABEL LEE
SKYHORN LIGHTHOUSE
THE SECRETS OF SKYHORN LIGHTHOUSE 16
SKYHORN LIGHTHOUSE CAVES
THE SECRETS OF SKYHORN LIGHTHOUSE 17
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!34$%4564!%$78$%9:376;$/<=3!37>%4 GQ
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
must make a DC 13 Dexterity saving throw, taking 7 (2d6)
Death Burst. When the eelfolk dies, it explodes in a burst lightning damage on a failed save, or half as much on a
of pent-up electricity. Each creature within 10 feet of it successful one.
must make a DC 12 Dexterity saving throw, taking 7 (2d6)
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
(1d10) lightning damage.
Hold Breath. The eelfolk can hold its breath for 1 hour.
Hold Breath. The eelfolk can hold its breath for 1 hour.
Lunge. If the eelfolk moves at least 20 feet straight
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.
Multiattack. The scourge makes three melee attacks: one
Spear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 with its bite, two with its claws.
ft. or range 20/60 ft., one target. Hit: 6 (1d8 + 2) piercing
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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THE SECRETS OF SKYHORN LIGHTHOUSE 23