Free the Children – Part 2 – The Mysterious Fire at Langwina Estate

To the Honorable Council of the Red Silken Glove,

I am here to report on the actual events behind the “tragic fire that destroyed the Langwina estate, killing everyone there in a freak accident”.

The cause has not yet been “determined”

We determined that the remaining necessary information was in Langwina Estate, which we would raid and try to take Langwina and any of his paperwork/journals available. We found that Langwina also had two of the “3 Daggers” mercenary company with him (both Krom the Cruel (an orc soldier) and Liana M’ldolvan (elven mage) as personal guards, along with approximately 10 rank and file members of the 3 Daggers.

At this time the ship was experiencing some issues, so Jack was required to stay with the ship and conduct emergency repairs. Meanwhile Jeyya disappeared during our meeting and we are unsure her location or status. We also secured a lead lined coffin to place the remains of Black Mane. We are still troubled by where is wife might be.

In preparation of the operation, we went to Tismath’s Oddities and Altive’s Emporium to pick up the necessary gear.

  • Goggles of the Night (bestows dark vision) engraved with “Captain Jack” (for Jack).
  • Necessary materials for Rabbit to use shadow walls to block in people into the estate.
  • Bag of Holding (group item).
  • Belt of Mjolnor (Belt of Dwarvenkind) for Glorion.
  • Javelin of Belwar (Javelin of Lightning) for Glorion.
  • Halstut’s Claw (Frostbrand Greatsword) for Glorion, returned within 24 hours.
  • 5 x Breather masks.
  • 6 alchemical sleep grenades ( 1 used during operation).
  • Belt of Susha’s Grace (belt of regeneration) for Key.
  • Elmanien War Mace (mace +2 magic) for Luke
  • Ganesh’s Gift (a figurine of wondrous power – Jade Elephant) for Luke and Key.

Ganesh’s Gift is pretty unique.

We then used the plans provided by Luke’s friend Te’Teh and determined I would go in alone to secure the wizard while the rest of the group would go up to the front door, using clothing secured from Black Mane’s men. Luke would present Glorion and Key as prisoners.

The plan worked very well and I have to say all three other members of this operation were professional, smart and very adaptive as the situation changed. The group pushed their way into the home and began to secure the house.  Details of that part of the operation will be given by Glorion, Key or Luke as I wasn’t present.

I secured the wizard and then moved into the main part of the manor house. I found Key had rendered several guards incapacitated on the second floor, while on the first floor Glorion was engaged with Krom the Cruel with Luke helping both with healing and clerical spell attacks on Krom.

Both Glorion and Luke  did better then I would expect. Both of them are very capable, but the reputation of Krom would give him decades of fighting experience more then the two of the others combined.

I did witness Glorion lose his new great sword, the ice blade shattered for an unknown reason against Krom’s sword. We found later that Krom had a sword that bestowed luck upon the wearer, along with an expendable item that would protect its wearer. I assume it was that item (later to find it was a “Ring of Bishomenten” along with the “Sword of Bishomenten” which was a Luck Blade).

Glorion was able to finish off Krom, while being healed by Luke and we secured the manor. The group was able to salvage most of the valuables on the estate, valuing about 20,000gp. With fencing costs we should clear approximately 10,000gp along with the 5,000gp Sobhan is paying us for the box.

Because Tismath’s Oddities offers a 24 hour warranty Glorion was able to return the shattered sword. He was able to turn the shattered sword, along with luck blade, and ring of bishomenten to have Tismath reforge his family weapon into a Holy Avenger Greatsword named Silevegil (a +5 Greatsword, +2d6 Radiant damage against enemies of Corellon Larethian, giving advantage on saving throws from spells and abilities cast by enemies against the holder and anyone within 5 feet, once per day can cast Dispel Magic in 20 foot radius as a 5th level spell). The shop/mage kept the remaining abilities in the Luck blade in payment.

The final salvage count was the following:

  • 15,000gp that will be split among 6 shares (Glorion, Key, Luke, Rabbit, Guild, Group) so that would be 2,500gp each.
  • Ring of Protection +2 (went to Key).
  • Wand of Lightning (will be going to Jack).
  • Cloak of ElvenKind (going to Glorion).
  • Luke and I did not receive an item, we will get an extra pick in our next salvage.

Final Assessment: The group is far better then Sobhan was hoping for. They may be able to help with the other needs of the Council in the future. I also have the utmost respect and belief that this group can close the portal in the temple.

Yours in service,

Rabbit

Members in Attendance:

XP Award 2,375

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Krom (orc soldier)

Krom the Cruel

Krom started his life in one of the Eastern Provinces in the Kingdom of Heaven, under the Tianxia people. There he campaigned on behalf of his emperor, striking at the dynasty’s enemies.

As time passed he became part of the Emperor’s personal guard. Shortly after achieving his goal of personal guard, a successful assassination of his lord when he was away occurred, he was stripped of everything and sold into slavery.

Krom was found at the same time as Liana and accepted the same deal from the new pirate/slaver Black Mane. He would pledge himself to Black Mane and would serve him faithfully, resulting in serving Langwina. On condition that he could visit upon others the same pain manifested a hundred fold on those he captured. Black Mane agreed without any concern.

Orc Soldier
Armor Class 20 (Ring mail, shield, +2 ring)
Hit Points 76 (8d10 +32)
Speed 30 ft. 
Proficiency: +2

  • STR 20 (+5)
  • DEX 11 (0)
  • CON 18 (+4)
  • INT 10 (0)
  • WIS 13 (+1)
  • CHA 10 (0)

Skills:Intimidation +2 Athletics +7 Survival +3 Medicine +3 Nature +2
Saving Throws: Strength +7, Constitution +6

Challenge 3 (700 XP)
Special Equipment: Ring of Protection (+2), Sword “Bishamonten” (+2 Luck Blade), Ring of “Bishamonten”.

RACIAL FEATURES

Ability Modifiers: +2 Str, +1 Con
Menacing: Proficiency in the intimidate skill.
Darkvision: 60ft 
Relentless Endurance: When reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Can’t use this feature again until he finishes a long rest.
Savage Attack: When scoring 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.
Languages: speaks Common, Han, and Orc

SPECIAL ABILITIES

City Defender: The soldier can have proper housing and medical care inside the barracks of their nation without spending money.
Military Training: In case of need the soldier can only eat and drink half of the normal needed food for CON days. He can also do a forced march the double time than a normal adventurer.
Tool Proficiency: The soldier is proficient with Vehicles (land).

ACTIONS

Multiattack. The Soldier makes two weapon melee attacks or two ranged attacks.

Longsword. Melee Weapon Attack +7 to hit, reach 5 ft, one target. Hit: 12 (2d6 +5 ) slashing damage.
Properties: Finesse, Light,

Light Crossbow. Ranged Weapon Attack +2 to hit, range 80/320, one target. Hit: 9 (2d8 +0 ) piercing damage.
Properties: Ammunition: range 80/320, Loading, Two-handed,

ENCOUNTERS

  • Free the Children – The team has decided to free the children from the slaver Blackmane and his boss, Elias Langwina.
Posted in Characters, NPC | 1 Comment

Liana M’ldoven (elven wizard/arcanist)

Liana M’ldoven (elven wizard/arcanist)

Liana was cast out of her tribe in the Inthran Forest for forbidden acts. It is said she feasted on the dead in hopes to gain the power they had in life. She paints her face white like a skull, but is not known to be a cleric or worshiper of any deity. 

She met Black Mane when he bought her from the Golden Horde’s slave market. She has served under him (and by default under Langwina) faithfully for almost 2 decades.

Wood Elf, Wizard:Arcanist
Armor Class 15 (with mage armor)
Hit Points 44 (8d6 +16)
Speed 35 ft. 
Proficiency: +3

  • STR 11 (+0)
  • DEX 14 (+2)
  • CON 14 (+2)
  • INT 17 (+3)
  • WIS 13 (+1)
  • CHA 16 (+3)

Skills: Perception +4 Arcana +6 History +6 Investigation +6 Persuasion +6
Saving Throws: Intelligence +6 Charisma +6

Challenge 4 (1100 XP)
Special Equipment: Cloak of Elvenkind, Wand of Kyrus (Lightning Bolts)

RACIAL FEATURES

Ability Modifiers: +2 Dex, +1 Wis
Darkvision: 60ft 
Trance: meditate for 4 hours instead of sleep.
Keen Senses: proficiency in the Perception skill.
Elf Weapon Training: proficiency with the longsword, shortsword, shortbow, and longbow.
Mask of the Wild: can attempt to hide in foliage or natural climate phenomena.
Languages: speaks Common and Elvish.

SPECIAL ABILITIES

Arcane Recovery: During a short rest the arcanist can recover one spell slot of a first level.
Spellbook: The most valuable possession of a mage is her spellbook. Mostly of her spells are written there. All known spells by the arcanist and 1 extra per hit die are written there.

ACTIONS

Quarterstaff. Melee Weapon Attack +3 to hit, reach 5 ft, one target. Hit: 3 (1d6 +0 ) bludgeoning damage.
Properties: Versatile (1d8),

Spells

Spellcasting. the Arcanist is an 8th-level wizard. Its spellcasting ability is Intelligence (spell save DC 14, to hit with spell attacks +6)

  • Cantrips (at will): Friends, Fire Bolt (2d10), Mending, Poison Spray (2d12),
  • 1st level (4 slots): Longstrider, Illusory Script, Sleep, Disguise Self, Grease, Mage Armor,
  • 2nd level (3 slots): Darkness, Suggestion,
  • 3rd level (3 slots): Magic Circle, Fear,
  • 4th level (2 slots): Mordenkainen’s Private Sanctum, Fabricate,

ENCOUNTERS

  • Free the Children – The team has decided to free the children from the slaver Blackmane and his boss, Elias Langwina.
Posted in Characters, NPC | 3 Comments

Elias Langwina (human parasite)

Elias Langwina

Elias is a medium ranked merchant who runs a belt and pack production shop. Using mostly slaves and his unusual alliance with Black Mane and his people have resulted in a lot more money from slaving then actual belts (but don’t doubt that there is a lot of money in belts).

Elias has expanded his plan to become rich and powerful by allying with the Temple of Gusi and dealing in flesh trade with them. He has only the most minimal licenses with the Slaver Guild to do this and always runs the risk of overstepping. He has a bad reputation for his treatment of people and likes to use slaves for at least half his workforce

Human Merchant
Armor Class 11 (Padded)
Hit Points 36 (8d6 +6)
Speed 30 ft. 
Proficiency: +2

  • STR 9 (-1)
  • DEX 11 (0)
  • CON 13 (+1)
  • INT 16 (+3)
  • WIS 15 (+2)
  • CHA 14 (+2)

Skills:Acrobatics +4 Deception +5 Athletics +3 Perception +3
Saving Throws: Dexterity +4, Constitution +4

Challenge 1 (200 XP)

RACIAL FEATURES

Ability Modifiers: +1 to all
Languages: speaks Common, Han, Elven, Dwarven, and Infernal

SPECIAL ABILITIES

Bookworm: Mostly of the written knowledge of the world could passed by his hands. When rolling any knowledge skill that he is proficient, on a failure the schollar can roll a Investigation check to remember who/where in the world could have that info
Feather and Ink: The scholar can write anything two times faster than any normal adventurer.

ACTIONS

Multiattack. The Scholar makes two weapon melee attacks or two ranged attacks.

Unarmed. Melee Weapon Attack +1 to hit, reach 5 ft, one target. Hit: 1 (1d1 -1 ) bludgeoning damage.
Properties: Punch him!,

ENCOUNTERS

  • Free the Children – The team has decided to free the children from the slaver Blackmane and his boss, Elias Langwina.
Posted in Characters, NPC | 1 Comment

Free the Children – Part 1 – Taking the Black Fire

To the Most Noble Lords of the Red Silken Glove,

Two days ago, we successfully took Black Mane and his ship the Black Fire in a short engagement at the Bloom Fish refueling depot. The team acted in unison barring some short sightedness and successfully drew the situation to a close without loss of life.

Sketch of the mizzenmast by Rabbit while taking the slaves home.

Through the work of Luke and his assistant Te’Tet and the experience of Jack as a sailor we were able to develop a plan of action. Jack was able to provide us with a deck plane for a standard “Barque” class ship, which the Black Fire started as. In addition, Jack was able to give us details on what it takes to take over a ship like that and when to best approach.

Meanwhile Luke and his assistant tiefling Te’Tet provided us with the floorplans of the Langwina Manor House and the standard defensive layout. This will be handing in our next adventure, but for now the information Jack brought us is what helped us through this.

Glorion, Jeyya, Luke, Jack, Keyleth and myself sat around the table and determined the best option would be to take the Black Fire while she was at the Bloom Fish refueling depot. This would allow us to approach the ship from both the dock and the sea side to surprise the people on board. The key would be operating as a team and the ability to keep pace with each other.

Before leaving Glorion had an excellent idea to approach the Countess Tilallia and ask her help. We arrived and found the Countess to be a spry older lady who seems to despise not only her enslavement but slavery in general. Glorion and Luke lead the discussion and convinced the lady with some words from Jack and Key to issue us a write.

Jack explained to the group what a privateer was and by the end of the meeting we were working not only under her protection, we had an arrest warrant for Black Mane himself. Evidently, he does not have the appropriate certifications and licenses with the Slaver’s Guild which puts him in a bad place.

We arrived at Bloom Fish and found the guard here are partially paid for by the merchant’s guild. In addition, we found the guards are commanded by two brothers as co-captains. One was Miguel who seemed straight forward and the other was Lorenzo who was as twisted as a unicorn’s horn.

We discussed for many long hours how to handle this, the final decision was to go to the local bar/whorehouse and hire them to throw Black Mane and his ship a party. The bartender happily took our money and agreed to entertain the crew of the Black Fire. Glorion and some of the others went to Miguel, showed him our writ to arrest Black Mane and secure the ship. He agreed to help but told us not to have his brother help, that would cause problems.

That night things went well. We waited and saw the vast majority of the crew of the Black Fire were imbibing at the bar, leaving a skeleton crew on the ship. We approached the Black Fire from two directions. Glorion was unable to swim due to his armor, and it seems Luke is unable to swim in general so they approached on the dock. Their job to bring drinks to the ship and distract the crew above board. Meanwhile the rest of us would sneak in through the windows in the back of the ship.

Things worked very well as we went. Glorion and Luke were excellent at distracting the crew above while the rest of us snuck into the lower levels where we removed the crewmembers below. We met up on top and there were no issues whatsoever.

As we prepared to wait for Black Mane we noticed on the shore that Lorenzo, the crooked captain, had “arrested” Black Mane and one of his officers and was walking them towards the ship. At this time Jeyya and Jack were walking towards the pub. I can’t say exactly what happened except that Jeyya cast a spell on Black Mane and his assistant and a fight erupted. Black Mane killed the sailor easily, turned towards us and engulfed the place in darkness.

Jeyya and Jack ran in the direction they believed Black Mane had gone, while I ran a parallel course in order to cut him off. Glorion surprised me as he was able to keep up in his armor, people in just clothes have a hard time, so that was a surprise.

We caught up to Black Mane, I was able to catch him with a poisoned arrow while Glorion did his paladin thing, voice loud, challenging Black Mane. They fought and Glorion took the pirate easily, slaying him quickly.

By the time the four of us got back to the bar, the rest of the sailors had been arrested and we had freed the slaves. Several slaves have offered to travel with us and help with the ship. Jack has agreed to become the captain of the ship and has taken over training them. We help where we can, but there is nothing funnier than watching our team try to walk on the deck of a ship. I think other than Jack I am the only other one with experience on a ship.

We will spend the next three weeks taking the slaves home, then we will go back and take Langwina and his house quickly and as quietly as possible. When we know more I will contact you with the information.

Yours in Service,

Rabbit

XP Award 1050 each

Posted in Reports and Logs, Session Write-ups | 8 Comments

Bandit, Experienced

BANDIT (Experienced)

Pirate crew

Any humanoid of any race 

Armor Class: 12 (leather)
Hit Points: 22 (4d8+ 4)
Speed: 30 ft.

STR:  14 (+2)
DEX: 12 (+1)
CON: 12 (+1)
INT:   10 (0)
WIS:  10 (0)
CHA:  10 (0)

Proficiency Bonus: +2
Senses: Passive Perception 10
Languages: speaks common
Skills: Intimidation +2, Perception +2

Challenge: 1/4(50 XP)

Description

Experienced bandits still rove in gangs and are sometimes led by veterans, or spellcasters. Not all bandits are evil. Oppression, drought, disease, or famine can often drive otherwise honest folk to a life of banditry. Some bandits are also hired as guardsman or militia for otherwise unsavory bosses.

Pirates are bandits of the high seas. They might be freebooters interested only in treasure and murder, or they might be privateers sanctioned by the crown to attack and plunder an enemy nation’s vessels.

Both types of bandits are common in and around Kokand, the riches of the city, along with the crushing poverty of the poor and slavery make a perfect situation for banditry to be common.

Special Abilities

Strength in numbers: As Pack Tactics. The creature has advantage on attack rolls against an enemy if at least one of the creatures allies is within 5 feet of the enemy and the ally isn’t incapacitated.

Fear when alone: The bandit/pirate/militia is high succeptible to moral and mind effects when left alone. If no ally is on sight or further than 60ft the militia has disvantage on WIS, INT and CHA saving throws. 

Actions

Multiattack. The Bandit/Pirate/Militia/Guardsman makes one weapon melee attack or one ranged attack.

Short Sword. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 5 (1d6 +2 ) slashing damage.
Properties: Finesse, Light,

Shortbow. Ranged Weapon Attack +4 to hit, range 80/320, one target. Hit: 5 (1d6 +2 ) piercing damage.
Properties: Ammunition: range 80/320, Two-handed,

ENCOUNTERS

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Black Mane (tiefling pirate)

Black Mane the Pirate

Having sailed the slaver waters east of Kokand for over a decade, the privateer Blackmane has made a name for himself as both a slaver and warrior.

Working for the Langwina household for over 8 years he has put together a fairly robust crew. He is rumored to be married to Miyasha, human cleric of Myrkul.

Tiefling Pirate
Armor Class 13 (Padded)
Hit Points 60 (8d10 +16)
Speed 30 ft. 
Proficiency: +2

  • STR 13 (+1)
  • DEX 15 (+2)
  • CON 15 (+2)
  • INT 12 (+1)
  • WIS 13 (+1)
  • CHA 16 (+3)

Skills:Acrobatics +4 Deception +5 Athletics +3 Perception +3
Saving Throws: Dexterity +4, Constitution +4

Challenge 1 (200 XP)

RACIAL FEATURES

Ability Modifiers: +2 Cha, +1 Int
Hellish Resistance: You have resistance to fire damage
Darkvision: 60ft (18m / 12sqr)
Infernal Legacy: Blackmane knows the Thaumaturgy cantrip. Once per day Blackmane can cast Hellish Rebuke and Darkness once per day. Charisma as spellcasting ability for those spells.
Languages: speaks Common and Infernal

SPECIAL ABILITIES

Sea Prowess: The pirate has advantage on acrobatics and athletics checks that involve movement on a ship and in swiming checks.
Tool Proficiency: The pirate is proficient with Vehicles (sea).

ACTIONS

Multiattack. The Pirate makes two weapon melee attacks or two ranged attacks.

Scimitar. Melee Weapon Attack +4 to hit, reach 5 ft, one target. Hit: 9 (2d6 +2 ) slashing damage.
Properties: Finesse, Light,

Shortbow. Ranged Weapon Attack +4 to hit, range 80/320, one target. Hit: 9 (2d6 +2 ) piercing damage.
Properties: Ammunition: range 80/320, Two-handed,

ENCOUNTERS

Posted in Characters, NPC | 4 Comments