The Sinister Secret of the Lighthouse

This quest should be the first major quest the party undertakes. It will lead them 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 Tendrin. He must trust the party enough to be able to handle this as many people have already been killed. He'll tell the party that the lighthouse has been essentially abandoned for a few years. He'll also tell them that this is a dangerous mission as multiple teams have been sent but all have either died or fled back claiming the place was haunted. He'll let them know that the timeframe isn't terribly urgent although more and more ships will be lost at night and likely ransacked by pirates as long as the lighthouse is inoperable.

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) (Swashbuckler Rogue)
 * First Mate: Caeldrim (Sea Elf) (College of Swords Bard)
 * Bosun: Reggie (Human) (Berserker Barbarian)
 * Quartermaster: Welayn (Halfling) (Hunter Ranger)
 * Cook: Shiver and Timber (Kobolds)
 * 25 sailors

Details

 * The party will need to travel to the Imperial Lighthouse. There are two paths they can take.
 * The first is taken 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)
 * 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 (but also more rewards). 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,

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.
 * 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.