A new batch of vampires has awoken in the catacombs and been inducted into the Death Dealers. An elven ranger, halfling rogue, human cleric, and elven sorcerer are paired up as a team. Cerina, an elven ranger who was with a border patrol that was ambushed. Bell, the elven sorceress, last remembers being at a party. Faramond, the halfing rogue, sent on a suicidal mission to steal an artifact of insane value. Botio, a human cleric, taken on the way out of a secret meeting. Over three months, the group is trained to use their new vampiric abilities and the changes in the world while they were asleep. Primitive revolver chambered firearms have now become somewhat common. Additionally, the Ancient Portal is now only months from opening again.
Last time the portal opened, the undead came into the world and changed the entire balance of world powers. While the gods had sent them to extinguish all life, they ultimately failed and came to a diplomatic solution with the living. Each member of the team remembers a different length of time since the portal last opened, leading them to believe some had been asleep for quite some time. Cerina, was in the catacombs for over a century while Botio was only there for 5 years. Of every 200 years between the portal opening, only months remain until it opens again.
After training, the groups pull their first assignment from a hat. They are being sent to the Searing Wastes to collect the Orcish Seers, on the far end of the lands. After a week of travel, they reach Fort Death on the southern border of the undead lands. The party first finds a tavern to explore the local party un-life and inquires about places to feed. Bell purchases an illicit human for feeding and Cerina has some as well. Afterward, they pick up some blood rations for the trip.
Heading southeast into the Portal Lands, the party continues their journey. After their food supply dwindles, they break at Booty Bay, a goblin settlement on the coast. The large walls have huge guns mounted on them, the guards claim that occasionally a Terisk comes around. The gate guard points them toward his relative who runs a gunshop, Botio and Faramond pick up some explosive rounds and some bola-shot. The shopkeep points them toward some cheap board and entertainment for the night with his remaining fingers.
The party finds a sleazy place and feeds on some disgusting hookers. Soon after, they hear a commotion downstairs, the owner was being robbed by a human, whom he shot and killed. The group slips in via gaseous form and Faramond performs a coup de gras with his pistol, forgetting it’s loaded with explosive ammo still. Quickly, they loot the room and head back to their room. Seconds later, they hear the underlings discover their boss dead, they quickly begin looting. Finding the desk empty, they begin checking the safe.
Upon hearing this, the party drops downstairs again, adding a few more bodies to the pile. In the safe they find some more money, and a large, enchanted diamond. Once again they retreat back to their room to consolidate their loot. Soon they head out, noting that the building has caught fire from a knocked over smoking implement, and find a nicer place to stay.
The group spends the night at the Titties and Daggers, as initially recommended by the owner of Guns Guns Guns, a low to mid range establish. In the rooms, they split up the coin they’ve acquired from their last motel. They enjoy some wine and relax for the rest of the evening. On the way out of town, they debate hitting some of the targets in the little black book they found, listing people that owed money.
Ultimately, they decide to just move on and this time travel in their Dire Wolf forms to cover even more ground. As they reach Orcish territory, they take on disguises again. Bell assuming a merchant disguise as the others appear to be her guards. Finally they reach the Orcish capital of Krakrar, where they should find the Seers they’ve come for.
As usual, they end up in a tavern first thing and start drinking, even though it can’t affect them, and discuss their plans. Botio reveals that he was given a scroll of greater teleport so that they can extract their targets. First they’ll need to make Bell look fancy enough to get them into the higher class areas near the center of the city. Botio and Cerina head uptown to scout while Bell and Faramond check out what a high class Orcish merchant looks like.
Botio and Cerina talk their way past some guards and find an upscale hotel, reserving a suite while they await the arrival of the others. Bell enjoys herself quite a bit as she shops for finery befitting her supposed station. On their way uptown, she uses magic to disguise herself as planned. Botio meets them and escorts them up to their rooms to further their plans. The attendant at the front desk acquires an invitation for them to a ball and the upcoming Bloodsport the next day.
Prior to the ball, the party heads out to feed discreetly. In the nastier end of town, they luckily find some orcs being tossed out of a bar, barely conscious. As they look for an inconspicuous spot to feed, they meet a local vampire. He is human and likely feral, not turned on purpose but out on his own. They share their meal with him, keeping a careful watch for trouble while they feed. Afterward, he reveals to them that tensions are high among the poor lately. The party may be able to start some riots during tomorrow’s Bloodsport. The Feral claims to be named Ferris and refers to himself as free, likely indicating he may have killed his vampiric or undead master.
Aferward, they return to their quarters and rest up for the ball. Not all of them are pleased to be disarmed at the door, but they do what they must. A lot of the chatter involves future financial concerns revolving around the imminent opening of the portal. Soon they encounter a party of humans who they recognize as vampires. They’ve been sent on an assassination mission to kill the king of the Orcs. Hoping to use this as a distraction, they share that they will likely have a good distraction tomorrow which would aid in the assassination. Reaching the Seers after that should be even easier. Botio uses magic to listen in on thoughts, searching for clues about the Seers. He overhears something about Elder Gods, which causes him quite a bit of concern. He leads the party back to their room so they can discuss their findings and plans for tomorrow.