AvocaD&D and Tabletop RPG Thread: Secrets of Skyhorn Lighthouse, Part 4

Welcome back to the weekly D&D and Tabletop RPG thread!  Here’s a place where we can talk about Dungeons & Dragons or any other tabletop RPGs that you nerds might be into.  Tell us about the games you’re playing, speculate about future expansions, recruit your fellow Avocados into new groups, whatever you want.


One of the main reasons that a character in D&D goes out looking for adventure is to find treasure.  And while piles of gold coins and precious gems are nice, the real draw is the chance to find powerful enchanted weapons, armor, or artifacts.  Magic items range from simple healing potions to legendary weapons like the Holy Avenger sword.  One of the basic assumptions of D&D 5e is that even the simplest magic items are pretty rare, and won’t often be found for sale in general stores.  Rather, magic items and artifacts are found in a dragon’s hoard, or in the possession of a powerful wizard, or hidden in an ancient temple whose location is lost to memory.  This makes finding even a basic +1 longsword something exciting!  But it also means that not every character will find an item that they can use, especially if the DM is using the random loot tables in the Dungeon Master’s Guide.

What’s your favorite magic item?   Is there an item you’ve always wanted to find, but never did?  As a DM, do you find that default rarity of magic items feels right, or is it too limiting?  Have you ever made up your own magic items to give to your players?  

Our AvocaD&D group is continuing to take a break from Curse of StrahdThe Wasp is running a D&D 5th edition adventure called the “Secrets of Skyhorn Lighthouse” set in a fantasy-Earth in the 1920s.  Our party for this adventure consists of:

  • Jack Kelly, a Human Rogue who was a police officer and is now a P.I. (Josephus Brown)
  • Dare Mithyenval, a Half-Elf Ranger who has a way with animals (forget_it_jake)
  • Evangeline Horne, a Tiefling Sorcerer and a wild-child socialite enjoying the Roaring ’20s to their fullest (The Hayes Code)
  • Lynn Burgess, a Human Cleric of an evil storm god (our non-Avocado group member)
  • Biggs, a Half-Orc Barbarian who miraculously survived the sinking of the Titanic (TheCleverGuy)
  • Rainn Cloud, a Genasi Bard who is incredibly embarrassed by his last name (Wafflicious)
Spoilers for Skyhorn Lighthouse


Inside Skyhorn Lighthouse, the party had battled and destroyed a dozen eelmen, taking one prisoner.  We needed to rest up before we went after whatever was waiting for us upstairs, so we set up camp for the night in the bottom of the lighthouse.   After waking up, Evie turned on the charm to talk to our captive eelman. He told us that his people had planned to capture the lighthouse and use the magic around it to steal treasures off of ships. Eelfolk summoners have been conjuring up sea monsters to attack passing ships.  They’d been trying to get upstairs to kill the lighthouse keeper, Lucien Skyhorn, for days to no avail.

We decided to go and talk to Lucien upstairs, dragging the eelman with us. The door at the top of the stairs was barred, but Lucien let us in when we told him we’d killed all the eelmen. Lucien told us that the eelfolk summoners had gained control of a summoning dish in the caverns below the lighthouse.  The Skyhorn family had been using the dish for centuries to control a water elemental to help find lost ships.  He asked us to go down into the caverns and clear out the eelmen and recover the dish.   He gave us each a Potion of Water Breathing, and told us there was a secret entrance to the caverns through the storeroom downstairs.  There’d be a hefty reward for us if we completed this task, so long as the summoning dish wasn’t broken.


We headed down to the caverns through the secret door.  The first thing we found in the caverns was a room containing 4 treasure chests with 100 gold each, and a Dagger of Venom that we gave to Jack.  We continued out a door to find an empty shoreline. Lynn brought his eelman prisoner to ask where his friends were.  He said they were all in the summoning room and pointed off to the north, through the water.  Sensing the eel was hiding something, Lynn got out a signal whistle and started blowing it loudly into his sensitive eardrums.  The eelman started shouting about sharks, and we noticed that 3 hunter sharks swimming in the water. Lynn threatened to feed him to the sharks, and he finally spilled that the summoners had a bunch of captured sailors from the Jade Lion as hostages.

Satisfied with the he had learned everything the eelman knew, Lynn tossed the eel to the sharks to distract them as we slipped by using a Water Walk spell. We were able to walk right up to the Jade Lion, and we climbed aboard.  The ship was badly damaged, but we found a small halfling child hiding in the captain’s quarters, the son of the halfling who had sent us on this quest in the first place.  He told us that the rest of the crew had been taken captive by at least 10 eelmen.  We left the boy safe in the ship and tried to sneak into the cavern.  Dare and Jack managed to get inside and saw two eelmen guarding most of the captured sailors, but the rest of us blundered in and alerted them.  The two guards tried to make a break for the summoning room to warn their friends, but we were just a little too fast for them and managed to kill them before they could raise the alarm.  We freed the sailors, including the ship’s captain, who told us that there was one more sailor in the summoning room, being used to control another water elemental.

We’d gotten off to a late start, so we decided to call it a night there, with the final battle waiting us next week.