

The tale begins in a rowdy dockside tavern, where the unlikely heroes—Gary the raccoon rogue, Fenrir the druid, Ishchel the monk, Darius the shadow sorcerer, and Aldrin the paladin—gather to investigate the mysterious disappearance of the Jade Lion. Their first clue washes in with Old Barry, a half‑drowned sailor babbling about “eyes in the water.” After securing a reward from the anxious shipping magnate Benji Frogwater, the crew heads to the docks to question Captain Sheila, who claims she saw the Jade Lion being dragged across the sea by something decidedly unnatural.
Before long, the group finds themselves in a chaotic brawl with thugs demanding Sheila’s ship. The fight is a whirlwind of moose‑shaped druid fury, dagger‑throwing precision, thunderous spellcasting, and Aldrin’s heroic—but not entirely graceful—swan dive into the harbor. With the enemies routed and Sheila grateful for the rescue, she agrees to ferry the party toward the lighthouse and the last known location of the Jade Lion.
Their voyage is anything but calm. A siren’s haunting song nearly lures Darius to a watery grave, prompting Fenrir’s eel‑shaped rescue attempt and Gary’s rope‑assisted dive. As the ship nears the danger zone, a massive wave elemental rises to attack. Ishchel stuns the very water itself, Gary leaps into the crashing surf with daggers drawn, and Aldrin delivers the final, mighty blow. With the sea quiet once more, the heroes press on—ready to uncover the secrets lurking near Skyhorn Lighthouse.

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)


