As they are planning a scouting trip to the top level of the keep, the other vampiric squad arrives to meet with them. They also learn about silver-mist traps and some of the layout of the castle to help form a plan of attack. After they depart, Ferris sneaks into the room in Mist form, apparently having been following the other team. He knows their plan to assassinate the King and inquires about the party’s mission, which somehow gets leaked during the course of conversation. He also assures them that the riots will take place as planned, kicking off around late morning.
While offering to free them Ferris also reveals that he is over 4,000 years old, having been in this world before the elves even came through the portals. In exchange for their freedom, he wants them to kill the Seers instead of killing them. For the task, he provides them with additional intel and an advanced rifle equipped with the most sophisticated optics they’ve seen so far and utilizes cased ammunition. When Botio tries to detect magic on it, he finds several painfully bright auras on it. The large rounds for the rifle will supposedly penetrate the five inch thick protective windows of the Seer’s apartments.
In spite of the fact that the Undead will try to kill them for the rest of their unlives, the party is willing to make their bid for freedom. Ferris tells them a bit about his secret organization of free vampires. There’s also the possibility that they could live in human lands, as they are more open to coexisting with undead. When they finally agree, he leaves them to complete their newly altered objective.
While they prepare to strike during the Blood Sport and subsequent riots, Botio does his best to familiarize himself with the rifle. Cerina and Faramond come up with a contingency plan, as she lacks faith in firearms and he likes stabbing things. They also come up with an exit strategy at Cerina’s prodding, as she doesn’t want to just wing it after they kill the Seers. Faramond plans to trap the room in case the other vampire team in the city comes after them. Cerina and Bel head out to scout for a tavern to meet up in after the attack, somewhere they haven’t been seen before. Bel also finally manages an inquiry about Banshee Tears, paying one thousand gold for a single hit.
Before anyone can react, Bel takes the hit and hits the floor, losing her disguise. Thinking fast, Cerina manages to bluff her way outside with an unconscious Bel, pretending to be upset and surprised. Subtly, she empathically urges her raven to go to the others for help. Seven Orcs, a Shifter, and two elves follow, eager to wail on the defenseless vampire. Cerina manages to dominate one of the Orcs stealthily, ordering him to kill the Shifter. She quickly dispatches the Elves by surprise while they hold down Bel as the Orc slashes the Shifter in half. Turning on the remaining Orcs, she sinks her fangs into one’s neck. The others flee in terror and she dispatches her minion on a suicide mission after them.
Once the Orc is dead, she piles and dismembers the bodies before departing with a stoned Bel on her shoulder. Soon after, her raven leads Faramond and Botio to her current location where she has to explain what happened. Unable to get her back to the suite in the nicer part of town, they lay low at a flop house until Bel comes out of her haze enough to get back. Shortly after dawn, they head back to their suite in the upper class part of town and make final preparations for their mission.
During the morning, an Illithid working for Ferris appears in their room to check on their progress. He also discovers some Orcs spying on them and devours their minds, learning they only knew about the traps that had been placed. He departs after Bel starts inquiring about getting her hands on drugs. Later, they set their plan into motion.
On their way up to the tower, Cerina and Botio find strange vials in their pockets suddenly. Faramond finds a strange and heavy piece of paper in his boot. None of which bare any label or instructions. Once they reach the top of the tower, they study their target and surroundings. Soon an explosion is heard in the city, denoting the start of the riots. They each dominate a guard and have them clear the top of the tower. Another explosion rings out and Botio sets up to take his first shot. The round annihilates the first Seer’s head and out the far side of the temple, through several walls in between. The inhabitants of the temple are stunned by the sudden attack, long enough for Botio to take a second shot. While a guard attempts to knock the Seer out of the way, True Strike allows Botio to hit the Seer through the guard. The guard’s chest is decimated and the Seer loses an arm. The rest of the guards swarm the Seer to protect him, slightly obscuring the third shot. The third shot went through two guards first, but to be certain of success, he keeps firing.
Down below, people finally start reacting to the shots as Botio reloads his last two rounds. The fourth shot defies the universes understanding of physics and ricochets somehow off the floor. As they hear a commotion, down inside the tower, the group moves in gas form to ensure their targets are dead. All that remains is one living guard, who triggers a Silver-mist gas trap when he sees Botio appear. With a final, up close shot, he takes a finger from each body before they depart to hamper resurrection efforts.
Drifting gaseously across town, they reach a lower class establishment to hide out and wait for Ferris. Among the magical kill markings on the rifle, 27 new ones have appeared. Bel orders some disgusting beverage made with fermented fish as the others drink regular grog. While they wait, they hear a massive horn blast signifying that the King is dead. The proprietor asks them to leave and they have little choice but to do so without further trouble while they’re trying to lie low.
Making their way through the crowded streets, they make their way towards the gates. Occasionally, someone tries to get rough and ends up worse for wear, Faramond pilfering what he can with slight of hand. They have no trouble leaving the city as the gates are basically abandoned. Once out and away a short distance, they plan their next move while they wait for Ferris. Bel wants to go anywhere with good drugs, the others want to either go to the Human or Illithid lands where they know Ferris claimed to have contacts. Faramond mentions having family they might be able to visit.
They check the vials and paper again, trying to determine their use or function. Bel readily sniffs each vial, hoping they might be some form of drugs. They test a drop from each vial on the paper, immediately noticing something beginning to appear on it. Only Bel can read it though, and it details instructions on how to mix the chemicals. With that in mind for the future, they decide to use the scroll of greater teleportation to get to the human lands.
The group changes their disguises and Bel reads the scroll to take them to Iscara, the human capital. The bar she used to know is now gone, so she heads out for another she remembers, which is now more upscale than it once was. While Cerina is ready to track down an alchemical laboratory, the others want to blend in and find a place to stay. They end up at a somewhat nice establishment that used to be one of Bel’s hangouts.
Bel is trying to find out from the concierge, where to find more drugs. Unwilling to perform another quadruple homicide for Bel in two days, Cerina heads upstairs. Faramond, would also like to avoid responsibility and heads upstairs. The concierge gives Bel some information while she argues with Botio and they soon head upstairs to clean up. Bel, Cerina, and Faramond hit the club scene to have a good time and relax while Botio goes shopping.
After a night of partying, Bel heads out with Botio to find a chemist to help them with the mystery vials and paper, hoping it will provide them some insight on what to do next. Bel looks around the lower end parts of town for old contacts that might be able to help. Soon, someone points them towards the docks to find some known as Captain Feel Good. Ultimately they do some drugs outside waiting for the Captain to finish something. They discover the vials and paper are some sort of vampirism cure, among the ingredients is a litch’s phylactery, vampire’s fang, a dryads hair and the tear of a banshee.
While they’re out and about, Cerina relaxes in the room and Faramond heads out to make contact with the local thieves guild. Which requires him to find and infiltrate the guild based on his skills, to gain entry. Once Botio and Bel return, they fill in Cerina on what they’ve learned. Faramond soon returns and gets filled in as well.
Amidst all this, Ferris reveals himself, having been watching them for some time. He wants them to hunt down a few Seer’s in training, which is a bit of a sticking point as the party wants him to carry out on his original promise before they do any more work for him. He also tries to tempt them with Banshee tears. After a few minutes, they finally convince him to set them free as promised. The experience is intensely painful on many levels and lasts for hours. The brand of their vampire masters is replaced by the mark of Wee Jas, goddess of magic and death. They also convince him to give them a little spending money before their next mission.
While Ferris doesn’t actually know where the Seer candidates are, he believes they may be in Orcish territory. Bel even convinces him to provide her with some recreational substances to help her function better. The party begins to plan, getting back to Orc territory on foot will take weeks, but they will need to get a vampire fang prior to leaving if they ever want to concoct the cure.
When Bel mentions wanting transportation to Orgrimmar, Ferris immediately teleports all of them there without warning after they remind him of the imminent opening of the Portal. He needs to return to another plane for an event that seems to coincide with the Portal opening.
The group appears in a dark alley, with a mark of Wee Jas on the wall nearby. Botio recognizes it as a secret location for followers of his deity and it takes all four of them touching the mark to open a secret passage. They travel underground to a nicely appointed chamber where they are met by acolytes. They are served refreshments while they wait and after a little while, someone of authority comes out to meet them. Here they learn what the order knows about finding the Seer trainees. They believe that the Order of the Old Gods is protecting them on a secret, unfathomable and unmapped mountain somewhere. Members of the Order of the Old Gods are purportedly highly fanatical and have a poison capsule hidden among their teeth to avoid betraying their order.
So the party sets out to acquire some supplies and hopefully find some links to their target. Bel and Faramond head to a gem shop to buy pearls for an identify spell while Cerina and Botio use the goblin gangsters little black book to track down some local debts for travel money. They manage to collect about six thousand gold, half of which they end up using to purchase a new scroll of Greater Teleportation for emergencies.
Once they identify the giant, expensive diamond, they learn it is a communication device with a Baelor from the Nine Hells. He is looking for the goblin gangster, and the party does give him a bit of a hard time. When he learns about their collections, he asks if they’ve collected any soul shards or contracts, which they haven’t. Exasperated, he gives them a bunch of blank contracts to get him some new souls before Bel hangs up on him. Afterward, the party went out to have a little fun for the night.