Dilisnya Heritage

*They say that Borca is the domain of the Dilisnya.*

*Truth be told, we are everywhere: anywhere a knife flashes in the shadows, anywhere a victim falls with a poisoned crossbow quarrel in his back. Our bloodline is spread across the realms. We carry the dark flame, we lurk in the night, we watch, we listen… and when the time is right, we strike.*

*It is said that our bloodline is cursed due to our betrayal of the great Von Zaroviches, that the poison we used to slay Strahd I has crept into our very souls and transformed us into what we are today — cursed and tainted.*

*I say this curse is no curse at all. Instead, it has set us free and made us more than what we were before. Shorn of the weaknesses and shortcomings of the past, we Dilisnya are now what we were meant to be — stalkers, hunters, lurkers in shadow, death-dealers.*

*Though since that night some of our bloodline went on to become rulers of Borca and Dorvinia, others balked at the restrictions of nobility and rulership, so they journeyed to other lands where they made their livings as spies, thieves and cutthroats for hire. Today, those who have a secret they want stolen or an enemy they want to disappear seek out the Dilisnya. We are everywhere, but only if you know where to look.*

— Zann Dilisnya, prominent Lamordian assassin

# The Dilisnya

Even before the massacre at Sergei Von Zarovich’s wedding, the Dilisnya had a fell reputation. Intriguers, spies, smugglers and sellers of secrets, the Dilisnya had always worked on the fringes of society, and many thought that their “noble” pedigree was obtained only through illicit means. This rumor may indeed be true, for there is evidence that the household and its titles were bought from those previous, an impoverished family of Barovian nobles, by the members of an upstart criminal family.

In the following years, the Dilisnya were able to earn a small amount of respect, but tales of their darker natures persisted. If you needed things done, especially things of an illegal or immoral nature, then you were advised to contact the Dilisnya.

The Von Zaroviches, ever arrogant and proud, rarely took notice of the “upstart nobles,” and never chose to avail themselves of the Dilisnya’s services. In time, the Dilisnya grew more and more resentful at being ignored and undervalued, and a deep hatred of the Von Zaroviches grew in their already black hearts. Family patriarch Leo Dilisnya worked with others who disliked the Von Zaroviches, and together they hatched a plot to overthrow Strahd I and seize power. Invited to the wedding of Sergei Von Zarovich, Leo and his fellow conspirators smuggled in a great number of weapons and prepared to strike.

Leo’s plans nearly succeeded. The massacre at Sergei’s wedding might have wiped out the entire Von Zarovich family and left Barovia in Dilisnya hands had it not been for Strahd Von Zarovich, whose own horrifying betrayal had transformed him into an undead monster. Claiming to be Sturm Von Zarovich and saying that he had missed the wedding only by a stroke of grim luck, Strahd took the nation in hand and led a crusade of vengeance against the assassins. The nation’s anger was indeed terrible — the Dilisnya had supposedly slain the land’s greatest hero and liberator, and now the conspirators would pay the fullest price imaginable. The Dilisnya, their allies, their friends and even their associates were slain or driven into hiding. Leo himself suffered the most — some even claim, in dark whispers, that he lives on, trapped somewhere by “Sturm,” as a tormented undead thing.

After what has been called by some historians “the Great Reprisal,” the Dilisnya were scattered, having fled to the neighboring realms of Borca and Dorvinia. Some fled even farther, settling in distant lands where they once more took up the Dilisnya tradition as spies, thieves and hired assassins. Soon, the Dilisnya had murdered and blackmailed their way to the Borcan throne under the leadership of the infamous Camille Dilisnya. An accomplished schemer and poisoner, Camille took the nobleman Klaus Boritsi as her husband, and together they produced the infamous Ivana Boritsi, who carries the dread legacies of both parents (see Chapter One).

Meanwhile, Ivana’s cousin Ivan Dilisnya carried on the family name (since Ivana is, at least in name, a Boritsi). Forced to flee Borca after murdering his sister and her husband and child in a fit of jealous rage, Ivan was briefly darklord of Dorvinia until the merging of the two realms. Now he and Ivana control the enlarged domain in an uneasy power-sharing arrangement, growing more estranged by the day.

The Dilisnya remain scattered across the core realms, however — save in Barovia where they are official enemies of the state and subject to the most severe penalties if ever caught and revealed. Occasionally, a Dilisnya may venture into Barovia (either by design or by accident), in which case he must act with enormous caution. While Strahd is not omniscient in his realm, he is nevertheless aware of most everything that goes on. Anyone who suspects the presence of a Dilisnya interloper is almost certain to report it to the authorities, motivated both by fear of Strahd and by the desire for the rich rewards that are said to be offered for capturing one of Strahd’s ancient enemies.

Outside of Borca, the scions of Dilisnya pursue their ancestral calling. Most do not use the family name publicly, though they are generally aware of their heritage and family traditions. They usually live under assumed identities, playing the part (often quite successfully) of merchants, shopkeepers, laborers, sailors, artisans and even vagrants. Few speak freely of the Dilisnya’s other trade (i.e., assassination), but a loose network of informers, thugs and rumor-mongers can almost always direct a potential client to the right potential “hireling.” A Dilisnya may go for weeks or months under a false identity before being contacted by a client. In such cases, the cover must be perfect and no authorities must suspect a thing. The means of concealing a Dilisnya’s true identity have been developed over centuries and are all but impenetrable. An informal network of Dilisnya agents and allies helps keep family members safe and undetected.

Other members of the family live relatively openly, using the family name or freely admitting to their Dilisnya ancestry. These individuals also tend to engage in the household traditions of stealth, espionage and murder, but their criminal identity remains hidden, while the public persona is one of decadence and dissipation. No one usually suspects an indulgent, effete, pampered fop of being a highly skilled and disciplined criminal, leaving the Dilisnya free to pursue his or her desired occupation.

A Dilisnya player character can be a member of either of these groups — an outwardly normal citizen of her chosen realm, or a dissolute, hedonistic noble, apparently living only for pleasure, who secretly pursues a grim life in the shadows. Such individuals are generally well versed in the history of the family, and they know how to seek out and contact family members in other lands. Adventuring is entirely acceptable for these Dilisnya, for in this fashion they can gain greater riches and also obtain knowledge that might aid them in their secret pursuits.

A few Dilisnya grow up unaware of their heritage and are actually contacted later in life by other members of their family, who invite them to follow in their ancestors’ footsteps. Still others find out about distant relationships with the Dilisnya and seek out the family on their own. In such cases, the character must prove his relationship to the Dilisnya or be rejected, possibly even slain, by the real family members.

In Borca, where they share rule with the equally infamous Boritsis, the Dilisnya can both live and practice their trade relatively openly. This is not as good a thing as it sounds, however, since Ivana Boritsi has little love for or loyalty to the Dilisnya side of her family. Troublesome Dilisnya are sometimes invited to grand feasts or parties — from which the family members in question often fail to return. A Dilisnya working openly in Borca should be prepared to acknowledge Ivana’s supremacy, or face serious consequences. They should certainly be ready to use their particular skills in service to one or both of the darklords.

Worse still, the growing gulf between the cousins may force Borcan Dilisnya to side with Ivan against Ivana Boritsi, involving them in a potentially disastrous conflict. This is a formula for very exciting and violent roleplaying adventures, and the growing hatred between Ivan and Ivana forges an increasingly difficult dilemma for Borcan Dilisnya characters.

Outside of Borca, Dilisnya are relatively free from the rivalry in their home kingdom. They operate in a large and informal network, with the Dilisnya in one city or province maintaining contact with those in neighboring communities, passing messages and sharing intelligence about contracts and potential clients. Dilisnya player characters are likely to have a number of contacts among their local community and are expected to aid other Dilisnya scions who ask for their help. The Dilisnya who live beyond Borca form a vast, violent and somewhat dysfunctional (yet surprisingly loyal and resourceful) family — one that is well-suited to player characters and their exploits.

# Fitting In

When creating a Dilisnya character, it’s important to make several decisions. Is she aware of her connection to the family? If so, is she in contact with other Dilisnya, and has she been taught the house’s traditions? What is her public identity — decadent noblewoman, humble shopkeeper, simple weaver, mad beggar? Or does she work openly, accepting employment as a thief or assassin in some warren of lawlessness?

The Dilisnya are present all across the Dread Realms, save in Barovia, where they are hated foes. Most Dilisnya live in Borca, where Ivan Dilisnya rules jointly with the matriarch Ivana Boritsi. Though Ivan sees other Dilisnya as potential allies, he nevertheless keeps a close watch on his family members, while Ivana grows increasingly convinced of a Dilisnya plan to overthrow or supplant her. Elsewhere, the Dilisnya have adapted to local conditions, lending their services to the highest bidder and helping to perpetuate local rivalries and conflicts.

In Invidia, for example, local Dilisnya aid both the land’s ruler, Malocchio Aderre, and his foes, the rebels of Castle Hunadora. They have also taken contracts there on behalf of the embattled Vistani, striking back at Malocchio, stealing his gold and slaying his minions, while at the same time dealing with troublesome Vistani on Malocchio’s behalf.

In lands such as Richemulot, the Dilisnya are in their element, playing rival nobles against one another, selling and trading information and secrets, acting as willing (and dangerous) pawns in the endless games of politics and intrigue. Elsewhere, in crime-ridden cities such as Port-a-Lucine, the Dilisnya work hand-in-glove with criminal elements, providing information, guidance and even direct assistance to crime guilds and syndicates, smugglers and unscrupulous merchants alike.

Even though most Dilisnya carefully cultivate elaborate and seemingly impenetrable cover identities, no secret in the Dread Realms is ever completely safe, and a new Dilisnya scion is likely to inherit a number of enemies along with his newfound occupation and supportive fellow family members. This is no minor inconvenience — the Dilisnya count among their enemies the most powerful and infamous darklord in the dread realms, Strahd Von Zarovich, ruler of Barovia. Despite relatively calm relations at present between Barovia and Borca, the Von Zaroviches’ hatred for the Dilisnya has scarcely lessened with the passing years. After all, Dilisnya assassins foully betrayed the Von Zaroviches’ hospitality and deprived the following days, weeks and months, terror gripped the nation. The Dilisnya and their supporters were brutally dealt with, but many members of the house escaped to foreign lands, beyond the reach of Von Zarovich vengeance.

Any Dilisnya caught in Barovia are quickly arrested and interrogated about their intentions in the realm. These interrogations rarely end well for the suspect. The lucky ones — those with a minimal connection to the hated Dilisnya, or those who can conclusively prove that their presence in Barovia has an innocent explanation — are simply deprived of all their belongings and holdings (if any) and escorted to the nearest frontier, with instructions never to return. Any subsequent visits to Barovia by that character invariably end badly.

Of course, the Von Zarovich vendetta is not limited to Barovia, and Strahd have been known to send agents after especially successful or conspicuous Dilisnya elsewhere. Player characters who draw too much attention to themselves may find themselves forced to deal with Von Zarovich minions — assassins, thugs, or even vampiric followers of Strahd himself.

Other families and groups hold grudges against the Dilisnya as well. There are deadly enemies of the Dilisnya among those who have been their victims or who have been double-crossed by them, those who don’t feel that the conditions of certain contracts with them have been met, or those who simply want revenge for some past atrocity or slight.

# Claiming Membership

The Dilisnya as a whole are a secretive and cunning group, favoring subtle and manipulative or stealthy and self-sufficient character classes. The aristocrat and expert classes are common among them. While there are some fighters in the family who serve as guards and mercenary warriors, most are rogues, sorcerers and wizards. The family has never been terribly devout, so clerics among them are rare; as might be expected, paladins are ordinarily out of the question (although one of the best-known Dilisnya is a fallen paladin — see the Appendix). Rangers’ tracking and wilderness skills are sometimes useful, as are the martial and deathdealing abilities of certain monk orders.

A new Dilisnya character is likely to be of evil or at best neutral alignment; Dilisnya are often chaotic, and rarely if ever lawful. A good alignment among the Dilisnya is about as rare as paladinhood, which is to say virtually non-existent.

As previously mentioned, freelance adventuring is an entirely acceptable pursuit for Dilisnya family members due to the riches and secrets it can bring to the household. A Dilisnya who is part of a traditional adventuring party can bring considerable advantages in the form of her contacts with other family members and her familiarity with the underworld. On the other hand, a Dilisnya party member might offer considerable challenges, not the least of which is her neutral or evil alignment and unsavory past. In amoral or evil parties, this is scarcely an issue, but it can cause dissent and eventually even collapse in many if not most parties.

# Dilisnya Family Traits

Scions of the Dilisnya family are almost always normal humans. (Dilisnya half-elves, half-Vistani, or calibans are always treated as normal characters of their respective races.) However, if a human Dilisnya character knows of his or her family heritage and has been raised under Dilisnya precepts, the usual racial traits for humans are altered slightly, as follows:

* The 4 bonus skill points gained by other humans at 1st level can be spent only on Knowledge (history) and/or Knowledge (local). However, these skills are always class skills for the Dilisnya character, regardless of his or her class(es).
* Family Bond: By making a successful DC 15 Knowledge (history) or Knowledge (local) check, as appropriate, the Dilisnya character can locate other family members at any time and in virtually any locale. For example, a Dilisnya trying to find a lost cousin whose parents moved to Dementlieu many years ago might be required to make a Knowledge (history) check. If the character is trying to find a relative within his current domain, a Knowledge (local) check is more appropriate. The DM may alter the difficulty of the check under certain circumstances, such as when a Dilisnya is being sought in a small, isolated village (DC 20), for example, or even in the remote wilderness (DC 25 or higher).

A successful check indicates that the character has located one or more Dilisnya (or, if it seems more reasonable, one of their allies). The exact nature of this contact is up to the DM, but the individual located is able to provide at least minimal assistance to the character, often in the form of information, shelter, food, a small amount of cash and so on. Note that this assistance cuts both ways. From time to time, relatives asking for assistance should approach a Dilisnya PC who is known to other family members. (This supplicant might even be a fraud, claiming Dilisnya allegiance in order to obtain assistance.) A Dilisnya who doesn’t support family members in need soon gains a bad reputation and may be denied aid when he needs it or even ostracized from the family.

# Family Feats

When creating a Dilisnya, the player or DM should select at least one of the character’s feats from the following list (or from those new feats listed further below) during character creation: Agile, Alertness, Ancestral LegacyV, Back to the WallR, Blind-Fight, Deceitful, Deft Hands, HauntedR, JadedR, Judge Difficulty\*, Nimble Fingers, Nine LivesV, Persuasive, Poison Resistance\*, Secret SocietyH, Self-Sufficient, Sharp Eyes\*, Stealthy, UnseenV, or WealthH.

The Dilisnya have a number of feats unique to their family members. A character of Dilisnya ancestry can select any of the following feats, as long as he or she meets the feat’s requirements. (Naturally, a DM may allow characters other than Dilisnya acquire these feats as well, although she should carefully consider the matter first.)

## Case the Joint [General]

You have cultivated the ability to discern a given location’s weak points — where to enter, the best routes for stealthy movement, good hiding places and the like.

Prerequisite: Int 13.

Benefit: You must spend at least 1 hour carefully studying a given location within line of sight. The size and nature of a “location” for this purpose is up to the DM, but in general it should encompass nothing larger than a moderately sized manor or encampment, for instance; if the area is larger, you may choose to study an appropriately sized portion thereof. You can do nothing else during this period besides study the target location.

Once the period of study is complete, you may make an Intelligence check; if successful, you receive a competence bonus to all Hide, Listen, Move Silently, Search and Spot checks made in that location, as shown on the chart below. For every 4 hours beyond the 1st spent studying a location, you gain a +1 bonus on the Intelligence check (up to a maximum of +5).

 10 or less
 11–15
 16–20
 21–25
 26+

This feat may be used only once every 1d4 days for any given location. The benefits of the feat last for a similar period (1d4 days), after which time a new study must be made.

Special: At the DM’s discretion, a character may use this feat even when not in line of sight with the studied location, but only if she has access to up-to-date information regarding the location, such as a knowledgeable inhabitant willing to share information, or a set of blueprints and ledgers describing the area and its inhabitants in great detail.

## Find Weakness [General]

You are trained to find openings in an enemy’s defenses, allowing you to quickly dart in and inflict deadly damage.

Prerequisite: Base attack bonus +3.

Benefit: By using a standard action to study an opponent’s tactics, you may make an opposed Intelligence check against that foe; both you and your foe also add your BAB to this check. If your check is successful, the critical damage multiplier for any melee weapon you wield is increased by x1 against that opponent for the duration of the combat. Thus, if you are using a longsword, you deal x3 damage, rather than x2, on any successful critical hit against that foe.

If you encounter the same opponent again at a later date, you must make another Find Weakness check to gain the same benefit.

Special: A fighter may select Find Weakness as one of his fighter bonus feats.

## Stealthy Blade [General]

Using a combination of silent movement, feints and lethal skill, you can inflict additional damage against unsuspecting foes.

Prerequisite: Sneak attack ability. damage with a successful sneak attack against a flat-footed opponent. This bonus damage stacks with that from the sneak attack ability.

Benefit: You deal an additional +1d6 points of damage with a successful sneak attack against a flat-footed opponent. This bonus damage stacks with that from the sneak attack ability.

# Family Classes

The Dilisnya thrive in darkness and shadow. Rogues and those prestige classes that are associated with them — such as assassins, court poisonersG4 and shadowdancers — are common among Dilisnya family members. In this they are not dissimilar from many other great houses of the dread realms.

However, as a household that favors secrecy, surreptitious theft and the accumulation of illicit information and goods, they are unparalleled. The family’s most infamous and successful members often have levels in the deceiver prestige class (sometimes in addition to other classes such as assassin) — making them spies, killers, thieves and confidence men par excellence.

## Deceiver

Most deceivers live up to their title. In fine Dilisnya tradition, they live as foolish and dissipated nobles, or perhaps ordinary citizens, unthreatening peasants, impoverished beggars and the like. Only those who know or suspect a deceiver’s true identity and calling can approach her, asking for a wide range of services.

Some deceivers maintain a circle of confidential allies or contacts who act as liaisons, contacting potential employers and keeping the deceiver’s identity safe. In such cases, the deceiver comes and goes like a shadow, with none the wiser.

A deceiver rarely allows herself to be seen in the same guise twice. One day she may appear as a wizened crone and deliver poisoned food to a banquet, then the next she is a raven-haired temptress who passes her most recent lover’s secrets on to his enemies. Similarly, a crippled war veteran begging in the streets may transform into a nimble, whirling cloud of death, armed with envenomed daggers and a cruel streak.

Hit Dice: d6.

### Requirements

To qualify to become a deceiver (Dec), a character must fulfill all the following criteria:

Alignment: Any non-lawful and non-good.

Base Attack Bonus: +4.

Skills: Disguise 6 ranks, Forgery 6 ranks, Gather Information 5 ranks, Hide 6 ranks, Move Silently 6 ranks.

Feats: Deceitful, Stealthy.

### Class Skills

The deceiver’s class skills (and the key ability for each skill) are Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha) and Use Rope (Dex).

Skill Points at Each Level: 8 + Int modifier.

## Class Features

All of the following are class features of the deceiver prestige class.

Deceptive (Extraordinary Ability): At 1st level, the deceiver receives a +1 bonus on all Disguise checks and Forgery checks. At every other level thereafter (3rd, 5th, etc.), this bonus increases by +1.

Poison Use (Extraordinary Ability): At 1st level, deceivers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to or wielding a poisoned blade.

Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (3rd, 5th, 7th and 9th). If a deceiver gets a sneak attack bonus from another source (such as rogue levels) the bonuses to damage stack.

Trap Sense (Extraordinary Ability): At 2nd level, the deceiver gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks by traps. At 6th level, these bonuses rise to +2 and then to +3 at 10th level. These bonuses stack with trap sense bonuses gained from other classes.

Contacts (Extraordinary Ability): Starting at 2nd level, a deceiver has established an extensive network of informants, friends, dependents and hangers-on from whom he can gain information and aid. The deceiver obtains this aid with a combination of camaraderie, threats, extortion and cajolery, all made in the form of a Charisma check. The precise nature of the aid is up to the deceiver, but the DM must determine the DC of the check in each case and the assistance generally applies only to one isolated event or job lasting up to one week at most.

The following are common uses for contacts, along with suggested DCs.

Safe House: If the deceiver needs to lie low or hide out for a time, he can use this ability to find a location that is relatively secure and safe from the authorities. The availability of a safe hiding place depends upon the location, as determined on the following table. A safe house is secure for 1d4 days, after which the authorities start searching in the area, requiring another Charisma check to find a new safe location.

 Wilderness or frontier
 Thorp
 Hamlet
 Village
 Small town
 Large town
 Small city
 Large city
 Metropolis

  Alibi: The deceiver needs someone to tell the authorities that he was someplace else at the time of the crime, that he ran in the opposite direction, that he never had the stolen property and so on. The DC of this check depends upon the severity of the crime, from 10 for petty crimes to 20 or more for grand theft, murder, or other severe crimes. If the deceiver succeeds in obtaining an alibi, the authorities are persuaded to look elsewhere, at least temporarily, although after more investigation they may eventually see through the deception and once more begin pursuing the deceiver.

Assistance: A deceiver may need assistance in the form of hired thugs or toughs, or perhaps skilled observers or assistants. These may be simple dimwitted brawlers, experienced underworld soldiers, competent petty thieves, or notorious fences. These assistants always have commoner, warrior, or expert levels and are never above 5th level. The DC of the check is obtained by multiplying the number of assistants needed by the number obtained on the following table, based upon the assistants’ average level and NPC class.

Table: The Deceiver

 For example, if the deceiver needs the assistance of a couple of very competent thugs (4th-level warriors) to help him as enforcers for a particular job, he must make a DC (8 x 2) + 3 = 19 Charisma check. If he needs a dozen pairs of strong arms, but no one particularly skilled (i.e., 1st level commoners), to help him unload an illegal cargo at night, he must make a DC (1 x 12) = 12 Charisma check.

At 2nd level, the deceiver gains a +1 bonus on all Charisma checks made to obtain the help of contacts, and this bonus increases by +1 at every other subsequent level (4th, 6th, 8th, 10th).

Con Artist (Extraordinary Ability): The deceiver is trained to observe marks and hide effectively, and to mislead and lie convincingly and evade others’ attempts to do likewise to him. Starting at 3rd level, he gains a +1 bonus on all Will saves against mind-affecting spells or effects, and a +1 bonus on all Bluff, Sense Motive and Spot checks that are opposed by another creature’s skill check or saving throw.

These bonuses increase by +1 at every other subsequent level (5th, 7th, 9th).

Furtive (Extraordinary Ability): At 4th level, the deceiver receives a +2 bonus on all Hide checks and Move Silently checks. These bonuses stack with those from the Stealthy feat.

Bonus Feat: At 8th level, the deceiver receives a bonus feat from the following list: Agile, Alertness, Back to the WallR, Blind-Fight, Case the Joint\*, Combat Expertise, Combat Reflexes, Darkness WithinC, Deft Hands, Dodge, Find Weakness\*, HauntedR, Improved Initiative, JadedR, Judge Difficulty\*, Leadership, MachiavellianC, Nimble Fingers, Persuasive, Poison Resistance\*, Quick Draw, Run, Stealthy Blade\*, Sworn EnemyV, UnseenV, Weapon Finesse, or WealthH.

The deceiver must meet all the usual requirements for the chosen feat.

# Family Magic

## New Spell

### Deadly Feast

Necromancy

Level: Sor/Wiz 5

Components: S, M

Casting Time: 1 minute

Range: Short (25 ft. + 5 ft./2 levels)

Target: See text

Duration: 1 hour

Saving Throw: Fort negates (see text)

Spell Resistance: Yes

This spell, which has also been used with great success by spellcasters attached to the Boritsi family, is said to have originated with the Dilisnya. It is also rumored to be the spell used in the massacre at Sergei Von Zarovich’s wedding feast many years ago.

The spell causes all food and drink in range to become poisoned. The DC of the ingested poison is equal to 15 + the caster’s key spellcasting ability modifier; initial damage is 1d6 points from any ability of the caster’s choice, while secondary damage is 2d6 points from any ability of the caster’s choice. These two abilities need not be the same, but the initial and secondary effects are the same for all who consume the poisoned food (i.e., the poison’s initial damage can’t be Strength for some victims and Constitution for others).

Detect poison cannot detect this spell’s presence (or rather that of the poison it creates), but a necromantic aura can be discerned using detect magic. The spell is effective for 1 hour, after which the effect disappears along with any trace of poison, leaving investigators to puzzle out how the crime was committed.

## New Magic Item

### Nicolai’s Dagger (Minor Artifact)

Many Dilisnya family legends revolve around this grim and terrible object. It is said that in the distant past, the family’s patriarch, Nicolai Dilisnya, ruled over a prosperous and successful noble house whose trade caravans spanned the known world. Sadly, while his children, grandchildren and members of the extended family strove to always increase the family’s wealth and influence, they always fell short in his eyes. As he grew older, Nicolai grew more and more cynical and bitter — though his household continued to grow more powerful and wealthy, he was never satisfied. If a son brought him a bag of gold, he demanded ten more. When a granddaughter married a wealthy baron, he berated her for not marrying a prince.

For their part, Nicolai’s family eventually gave up trying to please their demanding sire and sank into decadence, squandering the family’s wealth as quickly as it accumulated. Lavish parties, bloody spectacles, ever-more ostentatious homes and clothing — by the time Nicolai was an old man, his family had grown as infamous for its excesses as it had once been famous for its prosperity. In time, Nicolai decided that all of his children and grandchildren had failed him utterly. He placed all his hopes on his granddaughter Nadia, who carried his first great-grandchild. In his mind, Nicolai imagined greatness for his great grandson — for, of course, the child would be a boy. He himself would raise the child, teaching him all that he had learned and infusing him with the spirit to lead the Dilisnya family to the glory that was its birthright.

As the day of the child’s birth drew near, Nicolai’s fantasies grew more and more elaborate, and he secured the services of the finest midwives in the realm. Nicolai himself attended the birth, feeling that now at last his true vision of Dilisnya greatness would be realized. To his shock, disgust and absolute amazement, however, Nadia gave birth not to a son, but to a healthy young daughter.

Even though Nicolai could have expressed his vision perfectly well through a girl, he saw the simple fact that she was not male as a final, intolerable act of defiance by his children, their children and the greater powers beyond them as well. As the infant lay wailing in her mother’s arms, Nicolai drew his dagger and slew both Nadia and her

daughter. Then he turned his blind, unreasoning rage upon the midwives, mercilessly cutting them down.

Bloody and wild-eyed, Nicolai burst from Nadia’s chambers, pushing aside the other family members who had gathered for the birth. Leaving scarlet footprints, he staggered into the hall and dragged his way up the stairs to the parapets, even as the other horrified observers entered Nadia’s chamber and saw the nightmare that the old man had left behind. Overwhelmed with revulsion, they pursued Nicolai and found him just in time to see the family patriarch fling himself from the highest castle wall, his body tumbling down through the misty night air.

Some believe that this is the incident that caused the Dilisnya to become part of the Dread Realms — after that terrible night, it is whispered, the mists never fully lifted. Others claim that this is merely yet another tragic story in the long history of a bloody and cursed family. Nicolai’s body was never recovered. All that searchers found was his bloody dagger, which was taken and kept as a reminder of that dark night’s events. Soon after, however, the Dilisnya discovered that the dagger had special powers and aided the household to follow its new direction — that of assassins, spies and workers in night and shadow. Today, Nicolai’s dagger resides at the family estate in the care of Ivan Dilisnya, and is still used for especially difficult jobs or tasks that are critical to the family’s survival.

The dagger is possessed of a malign and bloodthirsty intelligence, and the Dilisnya sometimes suggest in hushed whispers that the weapon actually contains the soul of the departed Nicolai, now fully lost to madness and violence.

Nicolai’s Dagger: A +5 keen vicious dagger of wounding (also functions as dagger of venom 3/day; Fort DC 20); AL NE; Int 12, Wis 12, Cha 10; empathy, 30 ft. vision and hearing; Ego score 14.

Lesser Powers: Deathwatch (at will).

Phase 2: A unique aspect of Nicolai’s dagger, and one of which the Dilisnya themselves are not fully aware, is that its abilities and powers increase with the more violence it does. If the dagger is used to slay 10 or more levels or HD of foes in a single

day, its statistics become as follows:

Int 14, Wis 14, Cha 10; speech (Balok, Falkovnian, Mordentish), 120 ft. vision and hearing; Ego score 17.

Lesser Powers: Deathwatch (at will), darkness 3/day.

Phase 3: These statistics remain for one full day, after which the dagger returns to normal. If, however, another 15 levels or HD of foes are slain within that time, the dagger’s statistics increase again, and remain that way for another full day, as follows:

Int 16, Wis 16, Cha 10; speech (Balok, Falkovnian, Luktar, Mordentish), 60 ft. darkvision and hearing; Ego score 20.

Lesser Powers: Deathwatch (at will), darkness 3/day, item has 10 ranks in Spot (total modifier +13).

Phase 4: Finally, if another 20 or more levels or HD of foes are slain in the next full day, the dagger’s statistics increase to the following. The dagger uses its substantial ego to dominate its wielder, effectively possessing him with the spirit of the rage-filled Nicolai Dilisnya and driving him to more and more bloody crimes. Fortunately for the Dilisnya, this event has never actually occurred, although the growing possibility of open conflict with the Boritsi may allow for an opportunity to bring out the dagger’s darker side.

The dagger remains in this phase until it fails to slay at least 20 HD/levels of creatures in any 24-hour period, at which time it reverts to its normal (“Phase 1”) state.

Int 18, Wis 18, Cha 10; speech (Balok, Falkovnian, Luktar, Mordentish, Patterna), telepathy, read languages, read magic, 120 ft. darkvision, blindsense and hearing; Ego score 31.

Lesser Powers: Deathwatch (at will), darkness 3/day, item has 10 ranks in Spot (total modifier +14).

Greater Powers: Dismissal 1/day.

Special Purpose: Slay all.

Dedicated Power: Waves of exhaustion.

Strong necromancy; CL 18th; Weight 1 lb.

# Story Hooks

There are a number of potential plotlines involving the Dilisnya and their dark stock-intrade. The following are merely a few suggestions for working the Dilisnya into a Ravenloft campaign, or for involving a Dilisnya player character.

A Passage Through Barovia: The adventurers must travel through Barovia — whether they are simply passing through the country or intending to stay for a while — and are unaware that they include a disguised Dilisnya in their midst. They may be pursued by Barovian authorities who are aware of their companion’s true identity, or be forced to go along with the Dilisnya’s subterfuge rather than risk arrest, imprisonment and possibly torture or death.

Shakedown: A Dilisnya character is offered a lucrative contract to slay a prominent nobleman, and is promised his choice of items from among the victim’s considerable possessions. He persuades his companions to join him, only to find that the entire affair is a sham engineered by the would-be victim, who merely wishes to frame a rival. The authorities are waiting, and the Dilisnya and his companions must escape from the trap.

Family Politics: Ivan Dilisnya has had enough — he asks a fellow Dilisnya (the player character) to assassinate a prominent member of the rival Boritsi clan. To this end, he loans the character the infamous weapon called Nicolai’s dagger. The character is faced with a dilemma: join the struggle between the two houses that might lead to open warfare, or offend and possibly make an enemy of his household’s most prominent member.

Worse, if the character accepts the job, then the dagger’s more fearsome attributes may begin to show themselves, with the weapon growing in power as the assassin gets closer to his goal, eventually possibly taking control of his actions altogether and driving him to engage in a bloody rampage.

### Andrei Palasçu (Dilisnya)

Male human Rog7/deceiver 3: CR 10; Medium humanoid (human) (6 ft., 2 in. tall); HD 7d6 plus 3d6; hp 35; Init +8; Spd 30 ft.; AC 16 (+4 Dex, +2 armor), touch 14, flat-footed 12; BAB/Grap +7/+9; Atk +13 melee (1d6+4/19–20, +2 short sword) or +12 ranged (1d4+2, 10 ft., masterwork dagger); Full Atk +13/+8 melee (1d6+4/19–20, +2 short sword); SA sneak attack +6d6; SQ con artist +1, contacts +1, deceptive, Dilisnya traits, evasion, poison use, trap sense +3, trapfinding, uncanny dodge; AL NE; SV Fort +3, Ref +12, Will +4; Str 14, Dex 18, Con 11, Int 16, Wis 13, Cha 15. Skills: Appraise +4, Balance +9, Bluff +12, Climb +10, Decipher Script +8, Diplomacy +7, Disable Device +9, Disguise +14 (+16 acting), Escape Artist +14, Forgery +13, Gather Information +7, Hide +13, Intimidate +7, Jump +12, Knowledge (history) +5, Knowledge (local) +5, Listen +11, Move Silently +14, Open Lock +5, Search +8, Sense Motive +10, Sleight of Hand +14, Spot +10, Survival +1 (+3 tracking), Swim +3, Tumble +9, Use Rope +5.

Feats: Deceitful, Dodge, Improved Initiative, Stealthy, Weapon Finesse.

Languages: Balok; Falkovnian, Mordentish.

Signature Possessions: Leather armor, +2 short sword, 4 masterwork daggers, vial with 6 doses of poison (injury, Fort DC 20; 1d6 Con/2d6 Con), cape of the mountebank, thieves’ tools.

### Description

Having become quite successful as an importer- exporter in Dementlieu, Andrei has made himself a fixture at the most lavish parties among Port-a-Lucine society, where his dashing good looks enabled him to win the hearts of many lovely women. He is also known to drink heavily and has lost large sums gambling. With a reputation as a rake and wastrel, Andrei further diverts suspicion, allowing him to pursue his more nefarious occupation.

### Background

A minor Dilisnya family member, Andrei Palasçu was forced to leave Borca by the intrigues and manipulations of Ivana Boritsi (coupled with a lack of support from her cousin Ivan Dilisnya). Accordingly, he made contact with Dilisnya members in Dementlieu and undertook the difficult carriage trip from Sturben to Port-a-Lucine, where he set up shop as an importer, exporter and occasional smuggler (a small amount of semi-public dishonesty hides Andrei’s greater criminal activities).

Those who need to know are aware that Andrei Palasçu is one of the most discreet and well-connected thieves, spies and killers in Port-a-Lucine. Though called upon infrequently in those capacities, usually through the services of confidential go-betweens and other minor members of the Dilisnya bloodline, Andrei guarantees confidentiality and quick resolution, no matter what the job. Already he has rid the city of two leading crime bosses, allowing rivals to move into their territory, and provided a powerful merchant with embarrassing information about other mercantile concerns.

He is careful not to work against the Council of Brilliance or Dominic d’Honaire, whom he has been strongly advised against offending.

### Current Sketch

Andrei maintains his cover identity as a decadent nobleman — a popular conceit for Dilisnya family members. He is careful to cultivate the image of someone who is wealthy but chronically short of money due to his gambling habit and extravagant tastes. In reality, Andrei keeps his income tightly controlled and has vast gold and silver reserves, far more than he needs to survive. His legitimate business is actually quite successful, shipping beer, wine, and foodstuffs through his contacts in Borca and sending fish, weapons and fine clothing from Dementlieu. These activities help him locate potential clients in addition to maintaining the illusion of a successful but spendthrift businessman.

Andrei always makes sure that no word of his exploits ever gets back to Borca, lest Ivana get wind of them and send someone to end his fun. In reality, this is unlikely, for Ivana is not terribly concerned about what displaced Dilisnyas do outside of Borca, as long as they do not let their activities interfere with her political games and machinations.

Andrei maintains a lavish mansion in the wealthy Quartier Savant. A three-story chateau with extensive grounds purchased from its impoverished previous owner, the mansion is well protected by guard dogs and cunningly-built alarms that awaken Andrei instantly should any intruders attempt to enter. He deals personally with any lesser attacker, while using his cloak to escape more powerful interlopers.

Andrei’s fortune is hidden in the cellar, beneath a series of intricately designed secret doors and passages. Only the most determined or knowledgeable of thieves can get close to this treasure, and a number of deadly traps have also been laid, making theft from this cunning Dilisnya a highly dangerous proposition.

### Combat

Andrei prefers not to fight directly, but instead is skilled at striking from hiding, allowing his prey to get as close as possible before catching a foe offguard with a deadly poisoned throwing dagger. If forced to fight in the open, he defends himself efficiently and uses the powers of his cloak of the mountebank to make a clean escape. Indeed, this item is one of the chief reasons for his success at vanishing from crime scenes without a trace, and is easily his most prized possession.

### Rodjan Dilisnya

Male human ex-Pal3/blackguard 10/Ftr2: CR 16 (see Path of Corruption); Medium humanoid (human) (5 ft., 8 in. tall); HD 3d10+3 plus 10d10+10 plus 2d10+2; hp 97; Init +3; Spd 20 ft. in armor; AC 27 (+1 Dex, +4 natural, +12 armor), touch 11, flatfooted 26; BAB/Grap +15/+20; Atk +21 melee (1d10+6/ 19–20 plus contagion, claws [demon armor]); Full Atk +21/ +16/+11 melee (1d10+6/19–20 plus contagion, claws); SA command undead 6/day (as 8th-level cleric; +2 on rebuke checks), smite good 4/day, sneak attack +3d6 (+4d6 vs. flatfooted); SQ aura of despair, aura of evil, dark blessing, Dilisnya traits, DR 10/magic, fiendish servant, lay on hands (45 hp), Path of the Demon, poison use; AL LE; SV Fort +16, Ref +10, Will +8; Str 20, Dex 17, Con 13, Int 10, Wis 13, Cha 16.

Skills: Concentration +5, Diplomacy +7, Gather Information +5, Handle Animal +8, Heal +3, Hide +3, Intimidate +9, Knowledge (history) +3, Knowledge (local) +5, Knowledge (nobility and royalty) +3, Knowledge (religion) +5, Ride +14, Sense Motive +6.

Feats: Blind-Fight, Cleave, Great Cleave, Improved Critical (claws), Improved Sunder, Mounted Combat, Power Attack, Stealthy Blade\*.

Languages: Balok.

Blackguard spells (3/2/2): DC 11 + spell level; CL 10th.

Path of the Demon (Su): Having progressed to the Embrace, Rodjan has been granted several “blessings” by the Dark Powers, as follows (all modifiers are already included in the stat black above). Due to these benefits, his CR has been increased by +1.

• Stage One: Rodjan has a +2 bonus to Strength, but his features are distorted into a rather demonic form.

• Stage Two: Rodjan has a +2 bonus to Dexterity and a +2 bonus to Charisma, but suffers a –2 penalty on all Cha-based skill checks.

• Stage Three: Rodjan has a +4 natural armor bonus to AC, but he is affected by holy water and similar substances as if he were a fiend.

• Stage Four: Rodjan has damage reduction 10/magic, but he now can be detected via detect evil as if he were a fiend.

Signature Possessions: Demon armor, boots of speed, orb of storms.

### Description

Small and muscular, Rodjan Dilisnya has tremendous strength and the prowess of a warrior. He was once a handsome man, with curly blond hair and dark blue eyes. Since his turn toward corruption, however, his face has taken on a cruel visage, some even call his features demonic (though not to his face). He usually wears dark clothing, his armor is elaborate and menacing in appearance and his whole stance speaks of his vile tendencies.

### Background

Once a shining paladin, a champion of good, Rodjan Dilisnya has become one of the foulest and most debased creatures imaginable. Born outside of Borca, in the relatively sophisticated city of Mordentshire, Rodjan’s was raised by his mother in the family traditions of secrecy, assassination and crime. To her great shame and disgust, young Rodjan did not take well to the Dilisnya lifestyle, rejecting the path of the killer and sneak-thief, instead taking holy vows to serve Ezra and battle injustice wherever he found it. Within a few years, Rodjan had completely estranged himself from his family and had taken up the sword of a paladin.

For several years, Rodjan proved a tremendous embarrassment to his family. Slowly, however, the taint of Dilisnya blood began to show. Rodjan’s enthusiasm for exterminating evil gradually grew into a fanatical love of combat, then to an abiding belief that everyone who opposed him was, by definition, evil. Finally, when he one day demanded payment from a caravan that he had saved from bandits, Rodjan’s career as a paladin ended.

Enraged at the caravan master’s refusal, he slew a dozen innocents, including several children and elderly folk. Covered in blood, he strode into the wilderness, only to find that his powers as a paladin had deserted him.

Furious, Rodjan obstinately rejected Ezra and called upon the Dark Powers to grant him power. They obliged, transforming the once-powerful paladin into a blackguard. Soon, Rodjan became as feared and infamous as he had once been good and just. He cast aside his holy sword and silver armor, taking up instead an enchanted suit of grim black and red armor, eschewing other melee weapons in favor of the armor’s bloody claws.

Rodjan quickly gathered a band of other debased warriors around him, and began hiring himself and his men out as mercenaries and guards. Today, he remains active in some of the wilder and more lawless portions of the Dread Realms; he has made contact with Ivan Dilisnya, offering to help should open conflict with Ivana Boritsi ever break out.

### Current Sketch

Currently, Rodjan and his band occupy a fortress in Forlorn, where he dominates the local goblyn clans and treats with potential employers. He is prepared to travel throughout the Dread Realms in search of riches, and is especially fond of taking jobs that involve the shedding of large quantities of innocent blood. Rodjan leads a band of roughly a dozen evil Dilisnya fighters and rogues, along with fifty warriors and low-ranking fighters from a range of lands and backgrounds. All are employed for their ruthlessness, and the band is available to the highest bidder, ready to take on any task no matter how unpleasant or evil.

Though he has never taken any official title or moniker, Rodjan is becoming popularly known as “the Demon.” In reality, Rodjan is well along the Path of Corruption, having reached Stage Four: the Embrace. Rodjan knows in his heart that he is bound for eternal damnation — but he no longer cares, so long as his lust for blood is slaked.

Though he is loyal to the family, Rodjan has begun to nurse notions of displacing Ivan as Dilisnya patriarch, and even if this scheme does not succeed, Rodjan may one day grow so wicked as to be rewarded with his own Dread Realm — he appears to be on track to one day take up the mantle of a Dark Lord one way or another, ruling one of the Core Realms or perhaps his own bloody island of terror.

### Combat

Rodjan enjoys battle greatly, leading his mercenaries from the back of his fiendish heavy warhorse mount, Nightmane, whom he spurs fearlessly into battle while slashing at foes with the wicked claws of his demon armor. With little regard for his own safety, Rodjan seeks to smash through foes to attack the closest leader or officer.

When forced to dismount, he uses the powers of his boots of speed, cutting enemies to pieces almost before they realize he is upon them. He often employs his orb of storms to further damage his foes. So far, he seems blessed with incredible luck, for he has emerged from every battle unscathed.