Acquiring one too many secrets...
Experience: 3266 xp each (58,140 total, LEVEL UP 15!)
Presbytery Encounter B (Vampire Assassins), 1400
+ keeping Samira alive
Presbytery Encounter C (Ancient Vampires, Dreadful Penny), 4600
+keeping Samira alive
Commons Battle (Slask, Human Assassins, Breathstealer, Tome), 3800
+ keeping Samira alive
Magic: Slask's Cherished Ring, Rituals: Seance (Book of Rituals, 8), Corpse Gate (14), Summon Demon (16)
Slask’s Cherished Ring
You and your words are more alluring when you wear this simple loop of burnished gold.
Level: 14
Price: 21,000 gp
Item Slot: Ring
Property: Gain a +2 item bonus to Diplomacy checks.
Property: This ring has the ability to key into the nearest Shadow Door, teleporting the wearer to the nearest Temple of the Night.
Power (Daily • Charm): Standard Action. Make an attack: Ranged 10; Charisma vs. Will; on a hit, the target moves its speed toward you.
If you’ve reached at least one milestone today, the target must spend one move action on each of its turns to move closer to you (save ends).
Séance
Holding hands with your companions in a circle you call upon the long dead spirit of the only man who knew the information you require to divulge his dark secrets.
Level: 8
Category: Divination
Time: 10 minutes
Duration: 10 minutes
Component Cost: 500 gp
Market Price: 680 gp
Key Skill: Arcana or Religion (which the DM rolls in secret)
You contact the dead spirit of an intelligent creature whose name is known to you, to ask questions and receive answers. At the DM’s option the spirit may manifest as an apparition or simply communicate with the ritualists mentally. The spirit knows only what it knew in life and what it has experienced in the afterlife, though most spirits refuse to talk about the latter. Your familiarity with the target and the result of your Arcana or Religion check determines the number of questions the spirit will answer.
This ritual requires at least one assistant to aid the caster. Everyone participating in the ritual must join hands in a circle. Should this circle be broken at any point during the ritual, either by force or by one of the members breaking physical contact or leaving the circle, the ritual immediately ends.
Specific Spirit is...
An immediate family member, +6 to skill roll
Your ancestor, +4 to skill roll
A friend, +2 to skill roll
An acquaintance, +0 to skill roll
Your enemy, -2 to skill roll
A complete stranger, -4 to skill roll
Arcana or Religion Check Result...
A natural 1, 0 or lower
A hostile incorporeal undead manifests and attacks the caster
1-9
An impostor spirit answers 1 question falsely
10-19
The named spirit answers 1 question
20-29
The named spirit answers 2 questions
30-39
The named spirit answers 3 questions
A natural 20, 40 or higher
The named spirit answers 4 questions
At the DM’s option, specific spirits may be impossible to contact, or may provide answers that are cryptic, incomplete or misleading. The DM may also choose to run the questioning of the spirit as a skill challenge using Diplomacy as the main skill.
Money: 7620 gp and 50 pp (5000 gp) of Darakaani mint
Loot: Books on local religions, local politics, local geography, even a few biographies on pertinent Barovian figures including Strahd [revealing that he murdered his brother Sergei and drove his sister-in-law Tatyana to kill herself], House Indirovich [revealing Ireena is adopted], Mara Amoria [revealing she is a fallen angel, the sister to the deceased Kaern and daughter of the archangel Ezariel], and Clan Belmont [vampire and monster slayers, beginning with Simon Belmont who defeated a revived Rathven the Hunger nearly a thousand years ago with the holy whip Slayer, delivered unto him by the archangel Ezariel]; Collection maps and schematics for Castle Ravenloft, The Temple of the Wheel, Kolyana Manor, Barovia Village, as well as the villages of Berez, Kierstovich, Vallaki, Lechnitz and Immol and their respective burgomeisters’ manors; several disguises including peasant rags, a Raven Knight hauberk, Kalindian robes, a Children of Light hauberk, and a nobleman's outfit of the highest quality; 3 vials of Death Blade poison.
New NPCs
Dreadful Penny (dead): A blue-skinned winter wight encountered in the Barovian Temple of the Night.
Slask Seven-Cuts (dead): A named drow assassin of the Ordo encountered in the Barovian Temple of the Night with a ring similar to Rylasir's, a Shadow Door key.
Vrock (unnamed): A powerful vulture demon freed from the Barovian Temple of the Night who, at first, proved cordial, despite his presence tarnishing and aging everything around it. He and Isabella played questions, during which he divulged the connection between The Children, The Ordo and Darakaan, as well as the nature of Ebb's Cauldron, and in turn seemed very interested in Mara's dealings. He incidentally divulged that Queen Victoria Il'spana had sold Isabella's soul to Mara for some dread secret, one the demon greatly desired to know, though he never found out as his aura collapsed the temple. He escaped to a realm unknown.
The Tome of Barovia: A hideous and all-together monstrous vampire of the old blood, nosferatu, undead and unaffected by The Great Change which destroyed all non-human vampires of the Old World and left the survivors of the Othyrian and Tir'bukan houses mortal (though as long-lived as elves). He translated the cipher of the chapter book, providing proof against The Children, The Ordo and Darakaan. Renato gave him a chance to live, by joining him in a new Ordo of his making, which the old creature agreed to when faced with an alternative of death.
New Hooks
Brick by Brick (Renato): The first of the Ordo chapters has fallen by your wrath, and more lie before you, stepping stones until you reach the very first temple wherein dwells The Shadow Cabinet. The whole of the assassins' order will be undone, on this you swear, but what then? Pick up the pieces and rebuild the Ordo Templi Nox with you as its absolute master.
Mommy Dearest (Isabella): Vrock revealed your mother sold your immortal soul, condemned you to eternal torment and servitude beneath Mara's heel, for a single secret! Can it be true? Was all that transpired truly of your own making, or some sick plot of dark events leading to your intended fall. If so, what do you do about it?
Next Session
83b: The Dark Three return to Barovia Village with the proof they need to mobilize the drifted factions into one, unified response against The Children, The Ordo and Darakaan. But what then? Help them take down the corrupt half-angel Zarephath, or eliminate the entire Kalindian order for safe measure? Or leave the work to the rulers of the realm, content in knowing you were the force which reunited them and set them on the right path? Decisions, decisions...
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