The group reflected on their previous actions, including the killing of Officer Anton Erickson and the forging of documents, before traveling to Drekanov Manor where they set up camp and observed suspicious activity. They discussed magical item attunement and planned to use a newly attuned cloak for infiltration, while also discovering new capabilities with their Viroc sending stones. The session concluded with combat encounters against enemy patrols and the group's subsequent exploration of Drekanov Manor, where they uncovered clues about the missing Seraphim Drekanov.
The group spent time attuning to recovered magical items. Silas successfully attuned to the Cloak of Veiled Steps after several attempts, integrating it into a plan for an invisible infiltration of a nearby fortress. The team also discovered that their Viroc sending stones could be linked to form a communication network, a tactical advantage for their upcoming mission.
Following a concerning message from Dr. Sedgwick indicating that the party is now wanted in Murmansk, the group realized they could not return to their base. Lusat suggested using his familiar to survey Drekanov Manor from the air, providing a safe way to gather intelligence. The team also clarified the limitations of their sending stones, noting they can only be used once per day, which forced a more cautious approach to their next moves.
The party engaged a Viroc patrol on the beach, initiated by Silas unleashing a devastating level 3 fireball. While some guards managed to protect themselves with shield spells, the blast left the unit dazed and smoking. An intense skirmish followed, featuring shotgun blasts, rifle fire, and Bogdan’s Eldritch Blasts. During the fight, one enemy injected himself with a mysterious substance to gain enhanced abilities. Ultimately, the party emerged victorious after Victor delivered a final crushing blow to the last guard.
Following the battle, the group opted to use the guards' heavy plate armor as a disguise, debating the trade-offs between protection and mobility. They recovered several items, including Shardisite Infusion Vials and a “proto-draconic reagent” capable of causing draconic mutations. After a short rest to heal and bury the enemy bodies, the team finalized their plan to pose as a returning patrol escorting a prisoner.
The group approached the imposing, castle-like Drekanov Manor. Despite ill-fitting armor and some initial skepticism from the sentries, the party successfully bluffed their way past the gates. Once inside the courtyard, they observed that the guards possessed unsettling reptilian features, such as scale-like markings on their skin. The team noted several guard positions and entrances while maintaining their cover.
Inside the manor, the team entered a massive chapel dominated by a suspended T-Rex fossil and a giant statue of Seraphim Drekanov. The area was eerily devoid of guards but filled with a pervasive smell of death and an omnipresent, oppressive humming. Though they considered using the fossil as a distraction, the group decided the space was too large for the plan to be effective and moved deeper into the residence.
Exploring the residential wing, the group found evidence that the manor had been in decline for months. They discovered a resignation letter from the servants dated half a year ago and portraits of the Drekanov family. The team noted the continued absence of Seraphim himself, whom no one had seen for a significant amount of time.
In the upper living quarters, the group discovered the desiccated body of a man they identified as Harold, the Regent of Financial Affairs. Moving to the basement, they encountered a pantry and a room sealed by a magical barrier. Using a knock spell to enter, they found a horrific chamber filled with the decaying remains of failed reptilian experiments, many still in Viroc uniforms. As they exited the room, they were intercepted by four Viroc guards preparing for a fight, bringing the session to a climactic halt.