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TABLE OF CONTENTS
Section Page
Synopsis and Background 4
Rumors in the Harbor 5
Scurvy Dog2ight 6
Sea Monster Attacks 7
Under Seige 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 Annabel Lee 15
Skyhorn Lighthouse 15
The Caves 16
Appendix B: New Monsters 17
Eelfolk 17
Eelfolk Hunter 18
Eelfolk Scourge 18
Eelfolk Stormcaller 19
Secret Lore 20
Acknowledgements and Credits 21

THE SECRETS OF SKYHORN LIGHTHOUSE 2


ROLL A KNOWLEDGE CHECK (SECRET LORE)

If you join The Arcane Library, you’ll get access to secret lore — a free 2irst-
level adventure with virtual tabletop maps and combat cards!

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.
• 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.
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
• Inside the caves, the players discover the paragraphs of droning 2lavor text — set the
eelfolk are forcing captured sailors to use a scene naturally and embellish as desired.
Bowl of Commanding Water Elementals to • Brie2ly 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 2inish off Lucien, blocks of literary read-aloud text have been left
who is barricaded in 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 2inds
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


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!34$%4564!%$78$%9:376;$/<=3!37>%4 LU
THE LIGHT IN THE TOWER DRAMATIC QUESTION
Will the players 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 WTH 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 with summon elementals twice a day.
the smell of burning oil. A massive lantern on • Eelfolk are murderous raiders that lurk
a metal post sweeps a beam of light in a great around shorelines and underwater caverns.
circle. • 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.
• Lucien is the last of his family. He is sworn to
• Appearance. Short of stature. Wild, white hair protect the bowl and keep it from falling into
and grey eyes. evil hands.
• Does. Constantly waggles his bushy eyebrows • A summoned water elemental can break
to emphasize a point. Prone to lecturing loose of its compulsion if the summoner’s
about the scienti2ic and mystical wonders of will is not strong enough to control it. Lucien
the sea. 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 Tlame; 1st level (4 slots): create or • The trap door to the caves is hidden below a
destroy water, cure wounds, goodberry, speak heavy barrel in the corner of the supply
with animals; 2nd level (3 slots): animal room (Area 3) on the 2irst 2loor.
messenger, heat metal. • The caves are 2looded in many areas.

DEVELOPMENT
A PLEA FOR HELP If the players agree to save the Bowl of
• If the players can convince Lucien through Commanding Water Elementals, Lucian gives
the door that they are allies, he will crack the each of them a Potion of Water Breathing.
door open and let them in.
• Lucien hopes the players will help him expel TRANSITION
the eelfolk from the lighthouse.
The players 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 LMM
• Aryn warns the players that the eelfolk are
HOSTAGES 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 players enter the room.
family symbol) is carved into the 2loor tiles.
• If the players 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 players. • Aryn urges the players 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 players enter Area
• Appearance. Trim, pointed 9.
beard and a gold tooth. •The players may be able to set
• Does. Belly laughs so loud it up 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
Can the players stop the from the Jade Lion in here.
They contain 5,000 gp worth of
eelfolk from alerting their
trade goods.
companions in Area 9? •The door to Area 8 is unlocked.

COMBAT TRANSITION
• Both eelfolk attempt to open the door to
The players 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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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 37 (7d8 + 6) Hit Points 82 (10d10 + 27)
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 ElectriAied 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 18


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 ReAlexes. 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 19


THE ARCANE LIBRARY
If you join The Arcane Library, you’ll get a free copy of Temple of the Basilisk Cult, a 2irst-
level adventure set in the jungle!

THE SECRETS OF SKYHORN LIGHTHOUSE 20


Acknowledgements
Special thanks to John from www.5thsrd.org for permission to link to his site. Thank you to
www.pyromancers.com for the wonderful online mapmaking software. 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
Interior art Jessee Egan / jesseeegan.com, Publisher’s Choice Quality Stock Art © Rick
Hershey / Fat Goblin Games, Gary Dupuis / Purple Duck Games, Andrey Yurlov /
shutterstock.com, Stephane Bidouze / shutterstock.com.

THE SECRETS OF SKYHORN LIGHTHOUSE 21


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THE SECRETS OF SKYHORN LIGHTHOUSE 22

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