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- Initial:
- The day after the cultists corrupted the lighthouse, a noticeable disquiet has settled over the Restless Wharf. Concerned characters exploring the area can make a DC 12 Wisdom (Perception) check. On a success, a character notices that the normally warm beacon emanating from the top of the lighthouse has not been lit this morning—in fact, the entire structure on horizon appears as if it has been suddenly entangled in shadow. If the check succeeds by 5 or more, the character also catches a brief burst of sickly purple light flare in the eyes of the statue of the Wild Mother relief that dominates the southern side of the lighthouse’s cliff.
As the morning progresses, several city denizens begin to voice their growing unease. Characters may overhear at least one of the following statements:
- A middle-aged tiefling woman, expressing her worries with her halfling companion. “I hope they get the Lighthouse working again soon. My wife’s ship is supposed to dock this evening, and I’d hate for them to try and navigate the coast without it.”
- A grizzled elderly dwarf, talking with his son. “Heh. Wonder if the Lightkeeper finally kicked the bucket. About time, if you ask me. She’s been upkeeping that wreck of a temple for ages.”
- An elderly gnomish individual holding a sign bearing the words, The End is Nigh, as they yell at a passing couple. “Beware, beware! The shadow that covers the Wild Mother will soon descend upon us all! Save yourselves!”
A young human Zhelezo guard, nervously whispering with a man who looks like their superior. “What do you mean, the scouts haven’t returned? They left for the Lighthouse ages ago!”
- [[ttrpgs/The Slayers FiveLana]] herself distressedly asking zhelezo to help her
- Characters who wish to listen in on any of these conversations must make a successful DC 10 Wisdom (Perception) check. Alternatively, characters can attempt to directly inquire with any of the aforementioned individuals. Though most are hesitant to engage with random strangers, a successful DC 10 Charisma (Persuasion) check gets them to open up. Either way, the characters learn that the Mother’s Lighthouse has not been lit as usual this morning (if the characters have yet to notice the shadowed structure over the wharf), and that the local Zhelezo are struggling to identify the problem, as the scouts sent to investigate have yet to return. Rumors have also been circulating that the Zhelezo are so desperate to quell the populace’s rising unease that they are considering offering a monetary reward of 25 gp each to anyone who can assist with fixing the lighthouse.
- # Entering the Lighthouse
- Whether driven by individual concern or monetary gain, the characters eventually make their way towards the Mother’s Lighthouse. Read or paraphrase the following as they approach to set the scene:
- __As you journey along the gentle northern slope leading to the Mother’s Lighthouse, the cobblestones and wood of the docks slowly gives way to gentle grass and flourishing plant life. Except this flora isn’t lush and verdant, as it should be—instead, thick brackish vines like swollen veins worm through the dirt, draining the coloration from the foliage until it becomes sickly white. __
- A successful DC 14 Intelligence (Nature) check reveals that these vines are not only extremely poisonous, but also unnatural in source, as no normal plant could have grown fast enough to completely overtake such a large area in this short amount of time. Through spells like [detect magic](https://www.dndbeyond.com/spells/detect-magic), the vines reek of necromancy, with hints of transmutation magic.
- About halfway up the northern slope, the vines grow thick enough to completely obscure the path to the lighthouse. This tangle of vines has 13 hit points and AC 10, is immune to both psychic and poison damage, and is vulnerable to fire damage. When the tangle reaches 0 hit points, everyone standing within 5 feet of the tangle must make a successful DC 12 Constitution saving throw or take 7 (1d12) poison damage, as sickly purple gas bursts from the destroyed foliage and floods their lungs.
- If Lana fights, she will use her Entangle spell. Players with a passive perception of 12 or higher will notice that this looks similar to the surrounding vines, but it is green and verdant instead of dark.
- After pushing past these vines, the characters approach the lighthouse proper. Read or paraphrase the following:
- __At this point, the dark vines have grown as tall as the lighthouse itself, the afternoon sunlight barely able to seep past the winding tangles arching above you. You push through the brush and enter what is probably the temple’s atrium, though it’s hard to tell for certain with the thick layer of black vines covering every inch of exposed ground. The wooden door of the lighthouse’s entrance swings shattered on its hinges, and what would normally be gorgeous flower beds lining the pathway instead overflow with twisted bramble clusters disturbingly humanoid in shape.__
- Upon closer inspection of these bramble clusters, characters catch flashes of pallid skin and scraps of green and blue attire matching those of the Zhelezo stationed in the city. Each cluster contains the unconscious body of a Zhelezo [guard](https://www.dndbeyond.com/monsters/guard)—the six members of the missing scout party. Similar to the foliage, the bodies of the scouts appear drained of their coloration, and a successful DC 11 Wisdom (Medicine) check finds that while they are still breathing, they have been severely infected by some toxin from these vines. Succeeding on this check by 5 or more reveals that the vines surrounding the area are in fact magically feeding off these bodies while keeping them just barely alive.
- Stepping near the entrance to the lighthouse or investigating any of the bodies, however, also awakens one [vine blight](https://www.dndbeyond.com/monsters/vine-blight) and four awakened shrubs guarding the atrium. These unusual vine blights aren't humanoid in shape. Characters with a passive Wisdom (Perception) score of 12 or higher notice shifting in the bramble around them as the vine blights move. Upon noticing this movement, characters can then make a successful DC 14 Intelligence (Nature) or Wisdom (Perception) check to identify the presence of the vine blights. Else, the vine blights surprise on any characters not aware of the movement through the bramble, and initiative is rolled.
- # Conclusion
- After defeat, Lana breaks down and admits that she had been seduced by the betrayer god, [[Zehir]], The Cloaked Serpent. She has wanted to leave and explore her powers for quite some time, but has felt awful about leaving her grandmother, [[Lightkeeper Gladys]], to care for the lighthouse. She was only experimenting with her magic and getting more power and accidentally corrupted her vines, creating a vine blight.
- If players attempt to convince her to join, they must succeed in a DC 10 Persuasion check.
- # Rewards
- Lana will give the [[ttrpgs/The Slayers FiveRing of Melora's Protection]] to one who destroys the blight. +1 to AC and saving throws, requires attunement.
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