Skip to content

Instantly share code, notes, and snippets.

@ringmaster
Created August 23, 2025 14:20
Show Gist options
  • Save ringmaster/1834a07ab5983f7647b9e4dfa79b3c0d to your computer and use it in GitHub Desktop.
Save ringmaster/1834a07ab5983f7647b9e4dfa79b3c0d to your computer and use it in GitHub Desktop.
Varkas' Raiders

Varkas' Raiders


tags: [scenario, port-haven, dockside-district, smugglers, heist, investigation, mid-stakes] cr-level: 5-7 threat-level: high duration: 3-hours

Overview

Wealthy silk merchant Aldara Voss has hired the party through the Port Haven Adventure Society to retrieve valuable goods stolen by the notorious smuggling ring known as the Crimson Syndicate. These smugglers operate from hidden locations throughout the Dockside District, using the labyrinthine waterways and forgotten tunnels beneath the city. The stolen merchandise—including rare Sundered Sea pearls, enchanted silks, and alchemical components—must be recovered before it disappears into the black market forever.

Unknown to the merchant, the Crimson Syndicate has been selling information about valuable shipments to someone connected to the mysterious Tideborn organization that's been plaguing the district.

Word has spread through the taverns and guildhalls that Aldara Voss, one of Port Haven's most successful silk merchants, is offering substantial coin for the return of her stolen goods. The theft occurred three nights ago from her secured warehouse in the Merchant Quarter, but the thieves left behind more expensive items, taking only specific components that suggest they knew exactly what they were after. Voss believes the goods are being held somewhere in the Dockside District before being smuggled out of the city entirely.

Scene 1: The Warehouse Investigation

The party begins their investigation at [[Voss Silk Emporium Warehouse]], where the theft occurred. The building shows signs of professional work—no broken locks, no triggered alarms, and minimal disturbance.

The Voss warehouse stands among a row of similar stone buildings in the Merchant Quarter, its iron-reinforced doors bearing the merchant's seal of intertwined silk threads. Inside, bolts of fine fabric line the walls in organized sections, while crates of more valuable goods occupy a secured area near the back. Despite the reported theft, everything appears orderly—almost suspiciously so.

Key Discoveries:

  • Investigation DC 15: Salt water stains near the loading dock, despite being well above tide level
  • Perception DC 16: Scratches on the warehouse floor leading to a concealed drainage grate
  • Arcana DC 14: Magical alarm wards are intact but show signs of having been temporarily suppressed, not bypassed

Notable NPCs:

  • Foreman Garrett Stone: Nervous about the investigation, knows the warehouse's security better than anyone
  • Night Watchman Erik Moss: Fell asleep during his shift but heard strange "water sounds" around midnight

Investigation Results:

  • The thieves entered through the old drainage system that connects to the harbor
  • They knew exactly which crates to target, suggesting inside information
  • A waterlogged scrap of paper bears part of an address: "...arian Wharf, Bay 7"

Scene 2: Following the Trail to Marian Wharf

The address fragment leads the party to [[Marian Wharf]], a section of the Dockside District known for its maze of warehouses and questionable establishments.

Marian Wharf stretches along a curved section of the harbor where the water runs deep and dark. Weathered warehouses crowd together like conspirators, their upper windows dark even in daylight. The air carries the perpetual scent of salt, tar, and something less pleasant. Bay 7 sits at the end of a row of seemingly abandoned storage buildings, its large doors secured with multiple locks.

Challenges:

  • Stealth DC 17 to approach without alerting the guards
  • Thieves' Tools DC 15 to pick the complex lock system
  • Athletics DC 18 to force entry (triggers alarm)

Elite Mercenary Encounter: If the party triggers the alarm or fails stealth, they face two Elite Mercenaries guarding the entrance.

name: Warehouse Guards
creatures:
  - 2: Elite Mercenary

Inside Bay 7:

  • Partially empty crates bearing Voss's seal
  • A detailed map of Port Haven's harbor marked with smuggling routes
  • Correspondence mentioning "the evening tide" and "Blackwater Manor"

Scene 3: The Trap at Blackwater Manor

The recovered documents point to [[Blackwater Manor]], an abandoned estate on a small island in Port Haven's outer harbor. The party must navigate both the treacherous approach and the manor's defenses.

Blackwater Manor sits on a rocky outcrop accessible only by a narrow stone bridge at low tide, or by boat through treacherous currents. The Gothic structure looms against storm clouds, its windows dark save for flickering lights in the upper floors. Arcane symbols glow faintly along the bridge's railings—a warning to the unwary.

Approaching the Manor:

  • Navigation DC 16 to safely traverse the waters by boat
  • Arcana DC 18 to identify and disable the bridge's ward traps
  • Perception DC 20 to spot the hidden archer posts along the approach

The Bridge Traps:

  1. Glyph of Warding: Alerts the smugglers and deals 3d8 thunder damage (DC 16 Dex save for half)
  2. Collapsing Section: Requires DC 17 Investigation to detect, DC 15 Acrobatics to avoid 20-foot fall into churning water
  3. Poison Dart Volley: DC 18 Perception to spot, DC 16 Dex save or take 2d6 poison damage and become poisoned

Scene 4: Confronting the Crimson Syndicate

The manor's great hall serves as the smugglers' operations center, where Varkas the Shadowblade and his lieutenant Reldan coordinate their network.

The manor's great hall has been converted into a smuggler's paradise. Tables covered in maps and ledgers occupy the center of the room, while the stolen goods are arranged along the walls in organized piles. Varkas, a lean human with intricate tattoos covering his arms, directs his operations from behind a mahogany desk that once belonged to the manor's noble owners. His lieutenant, the massive half-orc Reldan, stands guard near crates marked with Voss's merchant seal.

name: Crimson Syndicate Leadership
creatures:
  - [[Varkas the Shadowblade]]
  - [[Reldan, Half-Orc Enforcer]]
  - 2: Arcane Archer

Combat Strategy:

  • Varkas: Uses misty step to maintain distance, employs charm person to turn party members against each other
  • Reldan: Charges the party's frontline, using intimidation and raw strength
  • Arcane Archers: Provide covering fire with enhanced arrows, cast magic missile when pressed

Alternative Resolution:

  • Persuasion DC 20: Convince Varkas that his mysterious employer has been using him
  • Intimidation DC 18: Force surrender after reducing Varkas to half health
  • Investigation DC 16: Find evidence of the Tideborn connection during combat

Scene 5: Revelations and Consequences

Victory reveals more than just recovered goods. The smugglers have been keeping detailed records of their operations, and these documents expose a wider conspiracy.

Immediate Rewards:

  • The Emerald of the Sea: Grants water breathing and poison resistance once per day (worth 1,000 quartz)
  • Recovered silk worth 500 quartz to Aldara Voss
  • Rare alchemical components worth 300 quartz
  • Additional coin and gems worth 200 quartz

Major Revelation: Documents found in Varkas's desk reveal the Crimson Syndicate has been selling shipping information to agents of the Tideborn. The correspondence mentions:

  • "The tide rises higher each month"
  • "The ancient paths beneath the harbor grow wider"
  • "Soon we won't need the surface routes at all"

Plot Consequences:

  • Aldara Voss becomes a valuable ally, offering warehouse space and shipping contacts
  • The City Watch increases patrols but remains unaware of the Tideborn connection
  • Other smuggling operations go into hiding, making the Dockside District temporarily safer
  • A hidden passage in the manor's basement leads to flooded tunnels that connect to the greater mystery beneath Port Haven

Future Hooks:

  • Investigation into the Tideborn's true nature and goals
  • Other merchants reporting similar targeted thefts
  • Strange tidal patterns affecting the harbor's shipping lanes
  • Rumors of ancient ruins being excavated beneath the waterfront

NPCs and Creatures

Varkas the Shadowblade

A former ship's officer turned master smuggler, Varkas combines nautical knowledge with arcane training to run the most successful smuggling operation in Port Haven. ![[Varkas.png]]

name: "Varkas the Shadowblade"
size: "Medium"
type: "humanoid"
subtype: "human"
alignment: "chaotic evil"
ac: 17
hp: 110
hit_dice: "20d8+20"
speed: "30 ft."
stats: [15, 18, 14, 14, 12, 16]
saves:
  - dexterity: 7
  - intelligence: 5
skillsaves:
  - acrobatics: 7
  - stealth: 7
  - deception: 6
senses: "passive Perception 11"
languages: "Common, Thieves' Cant"
cr: 7
spells:
  - "Varkas is a 4th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 13, +5 to hit with spell attacks)"
  - "Cantrips (at will): mage hand, prestidigitation, ray of frost"
  - "1st level (4 slots): charm person, disguise self, shield"  
  - "2nd level (3 slots): misty step, invisibility"
traits:
  - name: "Cunning Action"
    desc: "Varkas can take a Dash, Disengage, or Hide action as a bonus action on each of his turns."
  - name: "Sneak Attack"
    desc: "Once per turn, Varkas deals an extra 14 (4d6) damage when he hits a target with a weapon attack and has advantage on the attack roll."
actions:
  - name: "Multiattack"
    desc: "Varkas makes three attacks: two with his scimitar and one with his dagger or three with his shortbow."
  - name: "Scimitar"
    desc: "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage."
  - name: "Dagger"
    desc: "Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 6 (1d4 + 4) piercing damage."
  - name: "Shortbow"
    desc: "Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 7 (1d6 + 4) piercing damage."

Reldan, Half-Orc Enforcer

Varkas's muscle and second-in-command, Reldan handles the violent aspects of the operation with brutal efficiency.

name: "Reldan, Half-Orc Enforcer"
size: "Medium"
type: "humanoid"
subtype: "half-orc"
alignment: "neutral evil"
ac: 16
hp: 75
hit_dice: "10d10+20"
speed: "30 ft."
stats: [16, 12, 14, 10, 11, 12]
saves:
  - strength: 6
  - constitution: 5
skillsaves:
  - intimidation: 4
  - athletics: 6
senses: "darkvision 60 ft., passive Perception 10"
languages: "Common, Orc"
cr: 5
traits:
  - name: "Relentless Endurance"
    desc: "When Reldan is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. He can't use this feature again until he finishes a long rest."
  - name: "Savage Attacks"
    desc: "When Reldan scores a critical hit with a melee weapon attack, he can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit."
actions:
  - name: "Multiattack"
    desc: "Reldan makes two melee attacks with his battleaxe."
  - name: "Battleaxe"
    desc: "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8 + 3) slashing damage, or 10 (1d10 + 3) slashing damage if used with two hands."
  - name: "Intimidating Shout"
    desc: "Reldan targets one creature within 30 feet. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."

Elite Mercenary

Professional soldiers hired to guard the smugglers' operations, these veterans are well-equipped and experienced in urban warfare.

name: "Elite Mercenary"
size: "Medium"
type: "humanoid"
subtype: "any"
alignment: "neutral evil"
ac: 17
hp: 65
hit_dice: "10d8+20"
speed: "30 ft."
stats: [16, 13, 14, 10, 11, 10]
saves:
  - dexterity: 4
  - wisdom: 3
skillsaves:
  - athletics: 6
  - perception: 3
senses: "passive Perception 13"
languages: "Common"
cr: 4
traits:
  - name: "Combat Veteran"
    desc: "The mercenary has advantage on saving throws against being frightened."
actions:
  - name: "Multiattack"
    desc: "The mercenary makes two longsword attacks or two longbow attacks."
  - name: "Longsword"
    desc: "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage."
  - name: "Longbow"
    desc: "Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 7 (1d8 + 2) piercing damage."

Arcane Archer

Spellcasting soldiers who enhance their archery with magical abilities, making them deadly at range.

name: "Arcane Archer"
size: "Medium"
type: "humanoid"
subtype: "any"
alignment: "neutral evil"
ac: 18
hp: 85
hit_dice: "10d10+30"
speed: "30 ft."
stats: [16, 14, 16, 12, 11, 15]
saves:
  - constitution: 6
  - wisdom: 3
skillsaves:
  - athletics: 6
  - perception: 3
senses: "passive Perception 13"
languages: "Common"
cr: 6
spells:
  - "The Arcane Archer is a 3rd-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks)"
  - "Cantrips (at will): fire bolt, light, mending"
  - "1st level (4 slots): magic missile, shield"
  - "2nd level (2 slots): misty step, scorching ray"
actions:
  - name: "Multiattack"
    desc: "The Arcane Archer makes two melee attacks or two ranged attacks."
  - name: "Longsword"
    desc: "Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) slashing damage."
  - name: "Longbow"
    desc: "Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 8 (1d8 + 3) piercing damage. The Arcane Archer can replace one arrow attack with a cantrip."
  - name: "Arcane Shot (Recharge 5-6)"
    desc: "The Arcane Archer makes a longbow attack that deals an additional 7 (2d6) force damage and pushes the target 10 feet away."
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment