The Sinister Secret of the Lighthouse

This quest will lead the party on a journey through the forests or coast of Raepos to a rickety old lighthouse of a long forgotten empire. But all may not be as it appears...

## Learning of this quest

This quest is given by Wharfmaster Sedwyck. After the party starts asking around about strange, possibly demonic activity based on what Appius told them, they'll be pointed in Sedwyck's direction. He'll say there have been increasing reports of demonic activity around the island. They also lost contact with their workers at the island's lighthouse a couple years ago. Some teams that have sought to uncover have returned claiming they were scared off by demons, leading Tendrin to believe this may be the source. He needs the lighthouse cleared so it can be used again and hopefully it helps with the demon problem too.

## Reward

* A claimed and repaired pirate ship known as the *Sea Ghost*
* With further persuasion:
	+ 1 month's paid use of a crew (further use of the crew would require working out a deal with them).
		- Captain: Sweyne (Air Genasi) (Privateer OC 186)
		- First Mate: Caeldrim (Sea Elf) (Blade OC 48)
		- Bosun: Reggie (Human) (Berserker MM)
		- Quartermaster: Welayn (Halfling) (Archer VGM)
		- Cook: Shiver and Timber (Kobolds)
		- 25 sailors
		- The crew were privateers hired to help protect merchant vessels from pirates, but they're ship was recently severely damaged and barely made it back to Selwyn before it had to be scrapped. They haven't been able to afford a new ship and have been sort of desperate for a new job for all of them. They've been doing odd jobs around town but have been trouble making enough for the whole crew and were nearing the point where they'd have to split up and take jobs on separate ships.
* For closing the Portal, Appius will give them Fleet Foot Boots. These magic boots allow the user get get advantage on one Initiative roll per Long Rest.

## Details

* The party will need to travel to the Imperial Lighthouse. There are two paths they can take.
	+ The first is taking the road into the forest and then the side-road off of that to the lighthouse. This path will have less likelihood of encountering enemies but it will take longer. This path is 100 miles (5 days travel on foot at a Normal pace, 3 days travel on horseback). This path will also include crossing through one village.
	+ The second will take them along the coast. This path has no clear road to follow and is more wild, generally. This means that encountering enemies is more likely, leading to more combat. It is also faster since the distance is only 70 miles (3 days on foot at a Normal pace, 2 days on horseback).
* After arriving at the lighthouse, the players will notice a lot of dried, very old blood and strange runes carved into the walls. Anyone that tries to read the runes will determine most of them aren't in a language they know. Any character that knows Infernal, Abyssal, or Draconic will recognize some symbols but they're meaningless in the context they're used. A DC 20 Perception check will reveal carefully covered humanoid footprints all around the base of the lighthouse, coming in and out.
* If the door is approached, the Magic Mouth spell set by the mage will trigger, making snarling demonic sounds that warn the party to stay away. This will also alert the pirates just inside to their presence, where they'll retreat down into the caves to plan an ambush. If the party enters within a minute, they'll be able to catch them and prevent them from warning the rest of the pirates.
* If the players sneak around the lighthouse (beating the Passive Perceptions of the 2 pirates in the front room and not approaching within 10 feet of the front door). They will notice a second side door.
* If the players sneak in through the side door, they'll see 2 pirates sitting at a table talking quietly about the weird things going on nearby lately. If they triggered the Magic Mouth and delay entering the lighthouse, they'll find no one inside. A DC 15 Perception check will allow them to notice a half eaten sandwich on the table.
* A DC 15 Investigation check or DC 20 Perception check will reveal a secret door that reveals a cellar and staircase to the docks in the small bay. In the cellar will be the smugglers, several banged up villagers that came hoping to earn the ship for themselves, and stolen goods. If the smugglers were alerted, they have an ambush set up that surprises the players when they enter.
	+ If the smugglers weren't alerted, they'll be spread throughout the room. The party will need to immediately make Stealth checks against the Passive Perception of everyone there. If any fail, the NPCs that notice will enter combat immediately. The NPCs that don't notice will be considered surprised for the first round.
	+ If things look bad, Sanbalet will try to escape by any means necessary.
* After defeating or scaring away the pirates, searching the lighthouse will reveal notes about what they've been doing, including the journal entries on strange noises and lights happening to the northwest. A DC 12 Intelligence check will help them determine that this could be related to the other demonic problems.
* Also, a DC 20 Investigation check will reveal another secret door in the basement that leads to caverns below the lighthouse. The cavern seems to follow the outcropping back to the main part of the island where there is a strange decorated doorway. A DC 20 History check will reveal the doorway was likely created by the Isle Empire that originally inhabited the island and created the lighthouse. A DC 25 History check will reveal that as well as that it was crafted by drow and could be part of a network of tunnels they created that seemed to bend space and allow faster travel. Passing through the doorway will reveal a sudden change of temperature to a warm, comfortable environment. Travel along the route will take 4 hours and end at a similar doorway where another change of temperature is felt back to the ambient temperature. There, a ladder will be found up into an abandoned house the smugglers seemed to use to transport goods.
* If the players choose to travel northwest to where the smugglers had mentioned the lights, they'll need to complete a DC 15 Survival check to located the right spot. They'll find a gem powering a small tear in the plane leading to the Abyss with a succubus, incubus and other demons of appropriate strength guarding it. If they destroy or move the gem, the tear will close. Touching the gem with their bare skin results in 2d10 Force damage.
	+ A DC20 Religion check will reveal this is likely a portal to the realm of Graz'zt, the Demon Prince of pleasure and limitless indulgence.
* After clearing the lighthouse and closing the portal, they can choose to take the tunnel (if they found it) or travel back by one of the original paths (which will have the same set of encounters or new ones to replace the old ones). At some point during either their travel or after returning to the lighthouse after closing the portal, Appius will appear, thank them, and kick off the next quest.

## Random Encounters

* Forest Road (Roll d8 for each day)
	+ 1: The party approaches a small pool on the side of the road with a buck drinking from it. If they are stealthy, they can get within 10 feet before the buck runs. If the party investigates the pond and succeeds on a DC 20 Investigation check, they will notice a glint at the bottom. Retrieving the item will reveal a Pearl of Power
	+ 2: The party encounters travelers on the road repairing their wagon. They seem to be struggling with it. Talking with the travelers will reveal they are transporting supplies to the Grotto Tower on the other side of the island for the wizard that lives there. If the players offer to assist the travelers, they will happily accept. The player will need to make a Tinker's Tools check (the travelers can provide a set if the player doesn't have any) using their Strength. The DC to succeed is 15. If they're successful, the travelers will give the party a map of the island.
	+ 3-4: Ambush in the Forest (goblin encounter)
		- The party comes across a smoldering wagon in the road. If the players request a perception check, they need to beat a DC of 18 to notice slight movement in the treeline indicating something amiss. Once the players are within 10 feet of the wagon, the goblins will attack. Anyone that hasn't prepared themselves is considered surprised.
	+ 5-6: Nothing of interest happens.
	+ 7-8: The weather changes, reroll.
	+ Early in the second day (if on horse) or late in the third day (if on foot), the party will arrive in the small village of Retic.
* Coastal Road (Roll a d8 for each day)
	+ 1-4: Flight Down the Coast (Sahuagin encounter)
		- The party comes around a rock outcropping a sees a party of sahuagin attacking a small group of humanoids near a small, crashed vessel. It appears there is only one survivor left at the moment the party sees this. If they react quickly to close the distance, the survivor (Guard NPC) will still be alive with half health. If they dawdle trying to decide, the survivor will die before they get there. They can also choose to stealth around the attackers. Investigating the wreckage (or interviewing the survivor if he lives) will reveal that the sahuagin likely punctured the hull of the boat, forcing the crew to steer it aground to avoid drowning and losing their cargo. Once they were aground, they were ambushed and most were killed in the initial assault. If the one guard survives, he'll give the party 50 gold and the Medallion of Thoughts for their help, as well as allowing them to loot the sahuagin. He will then start making his way to Selwyn.
	+ 5: Cyclops encounter
		- As the party is walking, they see a Cyclops exit the forest about 500 feet away from there, but not facing them. They can choose to continue and engage or attempt to sneak around it. Searching it's body will reveal a few daggers that had been stuck in it so long, the skin had grown around it. They also find a few jewels worth 50 gold all together.
	+ 6: The party sees dolphins off the coast jumping through the water.
	+ 7-8: The weather changes, reroll.