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The Secrets of Skyhorn Lighthouse

Dungeons & Dragons

5.5e

Michelle

2026

The Secrets of Skyhorn Lighthouse

The tale began in a rowdy dockside tavern where laughter and spilled ale braided with the smell of salt and smoke. An unlikely band gathered at a scarred table: Gary the raccoon rogue, nimble and watchful; Fenrir the druid, eyes like forest dusk; Ishchel the monk, calm as a held breath; Darius the shadow sorcerer, fingers always tracing the edges of darkness; and Aldrin the paladin, broad-shouldered and earnest. They took a job from Benji Frogwater, an anxious shipping magnate whose worry had hollowed the color from his cheeks—investigate the disappearance of the Jade Lion. Their first lead came from Old Barry, a half‑drowned sailor muttering about “eyes in the water,” and with a purse promised they went to the docks to question Captain Sheila, who swore she had seen the ship dragged beneath the waves by something unnatural.


Tension at the harbor snapped like a taut rope when thugs arrived demanding Sheila’s ship. The fight that followed was chaotic and fierce: Fenrir’s druidic fury swelled into moose‑like strength and knocked men aside, Gary’s daggers found the tiny openings between armor plates, Darius hurled shadowed bolts that sapped breath and balance, Ishchel moved through the melee like a calm storm, and Aldrin made a heroic, if graceless, swan dive into the harbor to turn the tide. When the last thug fled, Captain Sheila, shaken and grateful, agreed to ferry them toward Skyhorn Lighthouse—the last place the Jade Lion had been seen.


The sea turned from companion to threat as they neared the lighthouse. A siren’s song curled through the rigging and nearly dragged Darius beneath the waves; Fenrir shifted into an eel and plunged to pull him free while Gary dove with a rope to haul them both back. No sooner had they recovered than a wave elemental rose from the deep, a living wall of water and fury. Ishchel stunned the surf with a precise strike, Gary plunged into the surf with blades flashing, and Aldrin landed the final crushing blow that stilled the sea. With the elemental defeated, the Jade Lion’s wake behind them, they pressed on to the rocky island where the lighthouse stood like a lonely tooth against the sky.


They approached with a plan: Aldrin took the main path, Gary and Ishchel crept along the flanks to flank, and Fenrir covered the rear. Eel‑like guardians surged from crevices and surf, slick and fast. Steel and spelllight met them—Gary’s arrows and sneak attacks, Ishchel’s grapples and topple strikes, Fenrir’s frost and gusts to slow the attackers, and Aldrin’s unyielding defense. A fallen foe’s lightning burst seared the air and left Aldrin gasping, but the party pressed on, clearing the perimeter and forcing open the lighthouse door.


Inside the spiral tower more eelfolk waited. Fenrir’s gust of wind shoved them back; Ishchel’s spear and unarmed strikes toppled one; Gary’s bow finished another; Aldrin’s body slam and swordplay kept the enemies off balance. At the top they found a woman and a small boy huddled in the lamp room, eyes wide with relief. She told them Lucien, the lighthouse keeper, had been dragged below to perform a ritual the eelfolk called “the calling,” a rite that warped the sea and made ships vanish.


A trapdoor at the base of the light led down into an underground sea cavern where the air tasted of salt and old iron. Gary led the descent, his darkvision cutting through the gloom as torchlight bobbed behind him. The water closed around their legs and then erupted as a massive shark lunged from the depths, jaws snapping at Aldrin. The battle in the black water was frantic—arrows, biting spells, Fenrir’s shifting forms, Ishchel’s precise strikes, and Darius’s shadowed support combined to bring the predator down. Blood clouded the water, then cleared; they hauled themselves onto a sandbar beneath dripping stalactites and took a short, grateful rest.


Refreshed and grimly determined, they pushed deeper. Aldrin carried the torch across another stretch of water while distant chanting threaded the caverns. Eelfolk ambushed them in narrow corridors—Fenrir’s frost slowed their strikes, Darius’s necrotic magics sapped their vigor, and Dirk, a dwarven barbarian from the Jade Lion’s crew who had joined them, charged with a roar and a heavy axe. In a cramped chamber they found a battered sailor and a small boy named Raph, trembling but alive; Dirk’s rage cleaved through enemies while Gary and Aleks picked off stragglers.


Beyond that room a monstrous thing rose from coral and stone: a rock creature encrusted with living reef. Aldrin’s divine smites and Darius’s acid spells ate at the coral, Dirk’s reckless swings shattered chunks of shell, and Fenrir’s frost stung the creature’s joints. Each blow cracked more coral until the creature collapsed into a heap of broken reef. On a nearby table they found notes and sketches—pages about an ancient bowl, sea‑related magic books, eel folk drawings, and warnings of unstable summonings and water‑disrupting spells. The papers whispered the truth: the ritual used a massive bowl to call storms and erase ships from the charts, feeding the sea with stolen souls.


They forced another door and Darius cast a twin haste, bolstering Aldrin and Dirk for the onslaught ahead. Bright, blinding lights and crackling spells filled the chamber as a storm caller tried to turn the tide against them. Dirk was struck blind by a flash but staggered forward, Aldrin healed him and called down a radiant moonbeam that seared the storm caller, Darius’s Chaos Bolt and Fenrir’s elemental exhalation set the enemy aflame, and an electric ball shattered the storm caller’s form. Scrooge, a stubborn eelfolk lieutenant, survived more than one mortal blow and slipped away wounded, a threat left for another day.


At the heart of the cavern they found Lucien, chained and gaunt beside a massive, humming bowl. The runes on the rim crawled with cold light; the keeper’s hands trembled as he explained how the bowl had been used to call storms and swallow ships—how the eelfolk believed the sea would answer them if fed enough souls. With coordinated strikes and careful magic the party cut through the remaining eelfolk, freed Lucien, and dragged the battered sailor to safety. Lucien’s voice was raw as he described the ritual’s cadence and the way the water itself seemed to listen.


They returned to the surface with the rescued crew and the boy, the lighthouse’s lamp once again burning steady. The Jade Lion’s captain and crew cheered as the party hauled the last of the cargo and sailors aboard. Back at port, Benji met them with a broad grin and a purse for their trouble; the harbor’s folk toasted their bravery. That night in the tavern, with free drinks and the warm hum of victory, the adventurers let the day’s salt and blood and thunder fall away.

Notes

House Rules

Critical Success:

A critical success is when you succeed on a check by 10 or more and get a spectacular outcome. If this is an attack roll, this is a critical hit and you add the maximum possible damage to what you already rolled. Rolling a natural 20 will be a success, but it might not be a critical success, unless it meets the above criteria.


Critical Failure:

If you fail a check by 10 or more, that's a critical failure and there will be a strong negative consequence. Rolling a natural 1 indicates a failure, but it might not be a critical failure unless it meets the above criteria.


Inspiration:

While inspiration can be used for a re-roll, it can also be used in other ways at the gamemasters discretion. You could use it to create a needed contact, “Actually it just so happens my cousin works for that guild we need to infiltrate, and he owes me a favor.” Or it could be used ret-con the purchase of a needed piece of equipment, “Actually I forgot to mention that I purchased 5 bags of caltrops when were last in town.”


DnDBeyond Character Creation

CHARACTER CREATION METHOD 

Standard


CHARACTER (CREATION) PREFERANCES

Sources: Turn OFF Homebrew, 5e Core Rules, Legacy/Noncore (5.5 Core Rules, 5.5e Expanded Rules, Subscriber Content, 5e Expanded Rules ONLY)

Partnered Content: Choose Partners: Turn OFF Minecraft & Rick and Morty (contact me about other content if it might be questionable)

Dice Rolling: (selected)

Optional Features: (none selected)

Advancement Type: (Milestone)

Hit Point Type: (Fixed)

Use Prerequisites: (all selected)

Show Level-Scaled Spells: (selected) 

Encumbrance Type: (Use Encumbrance)

Ignore Coin Weight: (selected)

Ability Score/Modifier Display: (Modifiers Top)

 

CHOOSE a CLASS

Character Level: 5


CHOOSE ORIGIN: BACKGROUND

Character Details; Alignment is mostly ignored. (If indicated in a spell think intentions, good or evil.)

 

CHOOSE ORIGIN: SPECIES

Turn OFF Show Legacy Content (will turn gray)

 

ABILITY SCORES

Standard Array

 

CHOOSE EQUIMENT

Equipment or Gold: You may use the maximum allowed for gold

Add Items: Be sure to subtract the currency cost for added items

Currency: Be sure to subtract the currency cost of any added items beyond what is included in the Starting Equipment

Adventures

The Secrets of Skyhorn Lighthouse (BY KELSEY DIONNE)

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