Skyhorn Lighthouse Final Draft - Richen

Transcription

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TABLE OF CONTENTSPageSectionSynopsis and Background4Rumors in the Harbor5Scurvy Dog2ight6Sea Monster Attacks7Under Seige8The Light in the Tower9The Caverns Below10Wounded Lion11Hostages12Summoning Room13Aftermath14Appendix A: Maps15The Annabel Lee15Skyhorn Lighthouse15The Caves1617Appendix B: New MonstersEelfolk17Eelfolk Hunter18Eelfolk Scourge18Eelfolk Stormcaller19Secret Lore20Acknowledgements and Credits21THE SECRETS OF SKYHORN LIGHTHOUSE2

ROLL A KNOWLEDGE CHECK (SECRET LORE)If you join The Arcane Library, you’ll get access to secret lore — a free 2irstlevel adventure with virtual tabletop maps and combat cards!THE SECRETS OF SKYHORN LIGHTHOUSE3

SYNOPSISA WORD TO THE GM At the beginning of the adventure, the partylearns through one of the hooks that shipshave stopped transiting the harbor for fear of“sea monsters.” They also learn nearbySkyhorn Lighthouse is in distress. The partyis able to 2ind one captain, Sheila Coppertree,who is willing to risk going to the lighthouse. On the way to the lighthouse, a waterelemental attacks the group. When theadventurers arrive at the lighthouse, they2ind it under siege by eelfolk. The party learns of 2looded caves beneath thelighthouse either through exploration orfrom Lucien Skyhorn, the lighthouse keeperwho is barricaded in the lantern room. Inside the caves, the players discover theeelfolk are forcing captured sailors to use aBowl of Commanding Water Elementals tosummon water elementals and wreak havocon the surrounding sea passage and harbor.This adventure is meant to be run at a glancewith minimal preparation and a naturaldelivery. This required re-thinking the normaladventure presentation a bit. Here’s what you’ll2ind included:BACKGROUND Lucien Skyhorn is sworn to protect the secretBowl of Commanding Water Elementalshidden in the watery caves below his family’sancestral lighthouse. A few days before the adventure begins, araiding group of eelfolk entered the cavesbelow the lighthouse via a hidden cove.There, they discovered the bowl. Since then,they've used it to capture a merchant shipthat was transiting the harbor. The eelfolklearned (the hard way) that a summonedelemental sometimes turns against itssummoner, so now they’re forcing thecaptured crew to do the summoning ritual. The eelfolk are trying to 2inish off Lucien,who is barricaded in top room of thelighthouse. They plan to seize total control ofthe small island to continue using morewater elementals to capture passing ships.They feel Lucien’s stubborn presence is athreat to their plans. Each encounter contained on one page. Bulleted lists. Bolded keywords. Hyperlinks to monsters and rules online forquick reference. Printable cards for each monster and PC soyou can run encounters using a card stack. Ashort video walkthrough of this method canbe found here. Short room and area descriptions. Noparagraphs of droning 2lavor text — set thescene naturally and embellish as desired. Brie2ly explained non-encounter rooms.Again, embellish as desired! GM maps and player-safe digital maps for usewith virtual tabletops. Printable cards for special treasure handout. A short video walkthrough of the adventurecan be found here.PACING/TRANSITIONSA dramatic question is presented with mostscenes. Once that question has been answered,the tension of the scene is resolved. That’s yourcue to work toward the transition provided atthe end the scene — even if that meanssummarizing the end of a clearly decidedcombat, or in the case of clever players,skipping combat altogether. Keep the gamemoving toward the next challenge!Room descriptions that are usually longblocks of literary read-aloud text have been leftshort and informational in this adventure.Many Game Masters prefer to paraphrase readaloud text and set the scene based on whattone and level of detail his or her group 2indsengaging. Anything listed before theDevelopment sections is safe to sharehowever you prefer to do so.THE SECRETS OF SKYHORN LIGHTHOUSE4

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THE LIGHT IN THE TOWERAREA 4: THE LANTERN ROOM The iron door at the top of the stairs isbarricaded (DC 25 Strength check to open).DRAMATIC QUESTIONWill the players help Lucien defeat theeelfolk and save the Bowl of CommandingWater Elementals?DISCUSSION WTH LUCIENLucien can share the following information:DEVELOPMENT Lucien Skyhorn casts heat metal on the doorif someone tries to batter it down. Lucien has been subsisting on conjuredberries and water for the last few days and isdesperate for help. The air inside the lantern room is heavy withthe smell of burning oil. A massive lantern ona metal post sweeps a beam of light in a greatcircle.Lucien Skyhorn, NG human druid“A Skyhorn will always be a beacon for good.” Appearance. Short of stature. Wild, white hairand grey eyes. Does. Constantly waggles his bushy eyebrowsto emphasize a point. Prone to lecturingabout the scienti2ic and mystical wonders ofthe sea. Secret. Feels responsible for his wife’s deathmany years ago, even though he couldn’tprevent it. Lucien has the following spells prepared:Cantrips (at will): druidcraft, poison spray,produce Tlame; 1st level (4 slots): create ordestroy water, cure wounds, goodberry, speakwith animals; 2nd level (3 slots): animalmessenger, heat metal. The eelfolk have discovered the Bowl ofCommanding Water Elementals his family haskept secret in a cave below the lighthouse forsix generations. The bowl is special; becauseit’s 2ixed in place, it can draw on the sea tosummon elementals twice a day. Eelfolk are murderous raiders that lurkaround shorelines and underwater caverns. The Skyhorn family uses the bowl to summonwater elementals to help ailing ships reachharbor. There used to be many Skyhornsliving on the island long ago. Lucien is the last of his family. He is sworn toprotect the bowl and keep it from falling intoevil hands. A summoned water elemental can breakloose of its compulsion if the summoner’swill is not strong enough to control it. Luciensuspects several eelfolk have died this wayand reasons they are now making theirhostages summon the elementals instead. Lucien saw an elemental attack a merchantship and tow it toward the back of the islandwhere there’s a hidden cove (Area 7). The trap door to the caves is hidden below aheavy barrel in the corner of the supplyroom (Area 3) on the 2irst 2loor. The caves are 2looded in many areas.DEVELOPMENTA PLEA FOR HELP If the players can convince Lucien throughthe door that they are allies, he will crack thedoor open and let them in. Lucien hopes the players will help him expelthe eelfolk from the lighthouse.If the players agree to save the Bowl ofCommanding Water Elementals, Lucian giveseach of them a Potion of Water Breathing.TRANSITIONThe players make their way to Area 1 or Area 5.THE SECRETS OF SKYHORN LIGHTHOUSE9

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Aryn warns the players that the eelfolk areforcing one of his crew to summon anotherwater elemental in the next room.HOSTAGESAREA 8: THE CREW The doors leading to and from this room areunlocked. A large, faded nautilus shell (the Skyhornfamily symbol) is carved into the 2loor tiles. Twelve human commoners are lashedtogether in groups of four (marked P on themap). They are the Jade Lion’s surviving crew.They are beaten, starved, and terrorized. Aryn Hest, the captain of the Jade Lion, isamong the living prisoners. He has jaggedelectrical burns on his hands and arms. Two eelfolk (marked E) sit near the doorplaying a violent game involving coralcaltrops. They bolt for the door to Area 9when they spot the players.Captain Aryn Hest, CG human veteran“Bog me brains if I let a damn walking eel haveme ship!” Appearance. Trim, pointedbeard and a gold tooth. Does. Belly laughs so loud itrattles windows. Secret. Became a sailorwhen a mermaid saved hislife and stole his heart.THE EELFOLK ALERT THE OTHERS All of the eelfolk take cover behind thestalactites or rubble and ready actions toattack when the players enter the room. If the players wait any longer than twominutes, the sailor in Area 9 is forced tosummon a water elemental. The elementalcrashes into Area 8 to attack the PCs. There’s a 30% chance each round the sailorwill lose his concentration if he summons awater elemental. If that happens, theelemental becomes hostile toward him.THE EELFOLK DON’T ALERT THE OTHERS Aryn urges the players to stop thesummoning ritual happening in Area 9. The eelfolk in Area 9 are too engrossed withthe summoning ritual to hear the combat inArea 8 (barring an explosion or similar). The eelfolk are in the positions marked onthe map when the players enter Area9. The players may be able to setup a surprise round in Area 9 ifthey beat the eelfolk scourge’spassive Perception score of 13.AREA 8A: PLUNDER The eelfolk have stackedchests and barrels of plunderfrom the Jade Lion in here.They contain 5,000 gp worth oftrade goods. The door to Area 8 is unlocked.DRAMATIC QUESTIONCan the players stop theeelfolk from alerting theircompanions in Area 9?COMBAT Both eelfolk attempt to open the door toArea 9 and alert the other eelfolk. Aryn Hest tries to trip any eelfolk who runnear him. He doesn’t have any equipment.TRANSITIONThe players have only a moment to preparebefore the action in Area 9 begins.THE SECRETS OF SKYHORN LIGHTHOUSE12

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EELFOLK HUNTEREELFOLK SCOUR

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 . ROLL A KNOWLEDGE CHECK (SECRET LORE) If you join The Arcane Library, you'll get access to secret lore — a free irst-level adventure with virtual tabletop maps and combat cards! THE SECRETS OF SKYHORN LIGHTHOUSE 3.