Cover of The Secrets of Skyhorn Lighthouse

The Secrets of Skyhorn Lighthouse

Rumors of a rampaging sea monster have ground shipping traffic to a halt in the harbor. The players discover that the Jade Lionhas gone missing near Skyhorn Lighthouse and learn they must brave the open seas and cutthroat enemies in order to save the crew from a murky fate!

The Secrets of Skyhorn Lighthouse is an adventure for 5th-level characters. It includes:

Four new monsters: eelfolk, eelfolk hunter, eelfolk scourge, and eelfolk stormcaller
Negotiations with pirates, underwater combat, and shark attacks!
A carefully crafted format to make running the adventure easy and customizable
Combat cards for each monster, PC, and special treasure
Digital maps for use with Virtual Table Tops

Written By
Kelsey Dionne
Publication Year
Battle Mats?
Includes Characters?
Level 5
Boss Monsters and Villains
Common Monsters
Notable Items
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NiteHood has played this adventure and would recommend it.

This adventure is the golden standard for what a 5e adventure should be for me. It's incredibly well laid out. It has a good balance of combat, exploration, and social encounters, and makes each part really easy to run. It comes with a variety of adventure hooks for you to choose from, has a multitude of fun NPCs, and some unique enemies. It's crazy to me that this adventure is free.

MisterBread has played this adventure and would recommend it.

Simple to run and easy to engage with. Was one of my first ever adventures run as a DM and it was a blast.

Odysseus has played this adventure and would recommend it.

I loved this adventure. Kelsey does a great job with the format , so its easy to read and run. The adventure it self is a good blend of social,exploration and combat. And it makes for a great 4 hour game.

Papaya_Monarch has played this adventure and would recommend it.

Please, grab this adventure before Kelsey realizes it's too good to be free!

Skyhorn Lighthouse is amazing. It's incredibly easy to read at a glance, includes guidelines for pacing and improvising which are super useful (I'm now kind of mad these guidelines aren't a standard part of all adventures---they would have really helped me when I was a new DM!), and includes a good mix of exploration, social, and combat.

My favourite part were the Eelfolk - cool electric eel people! They can zap the players and explode in bursts of electricity when they die --- very fun to run! I will warn that the sharks are probably the most dangerous encounter in this module, as a party not made for underwater combat will be at a big disadvantage against even one shark. My advice is to remember that the sharks are beasts, and should run away once their meal proves more trouble than it's worth.

This adventure is also great as a starter for a seafaring campaign. At the end, with the bay reopened, you can lead into the next adventure by having a ship arrive in port with word of trouble elsewhere. Maybe a ghost ship, for the Arcane Library's "Ghostlight" adventure?

MrZwij has played this adventure and would recommend it.

I'm a new DM and my party had a great time with this adventure. I've run it twice so far. Not a lot of intrigue or mystery; it's a straightforward quest to rescue a lighthouse keeper and save the ships of the area from an evil gang of eelfolk. The materials are great and well-put together, and it's written in a very tight, easy-to-digest fashion. Highly recommend!