The group embarked on a 16-18 hour train mission from Murmansk to St. Petersgrad to deliver a high-priority package to Harold Drekanov. Aboard the modern Viroc locomotive, the party navigated through luxury cars, casino entertainment, and armored security, ultimately uncovering a global cult conspiracy and a deadly corporate trap.

The mission began with the party boarding a Viroc train, noting the sharp contrast between the advanced transport and the surrounding wasteland. During the journey, the group spent time identifying magical loot, including a Ratcheted Autokey, a magical brooch, and a Crystal Dagger. Lusat utilized the downtime to copy spells from Anton Erickson's spellbook, while Victor experienced a strange pulse from his amulet during meditation.

The party split up to scout the various cars: * The Lounge and Casino: Viktor and Carl engaged in gambling and drinks, while Bogdan and Thorun investigated suspicious patrons. * The High Ground: Noctis chose to scale the exterior of the train to reach the armored car independently. * Crowd Control: In the dining car, Viktor used a Hypnotic Pattern spell to incapacitate guards and diners, allowing him and Carl to pass through the galley and galley cars unchallenged by persuading staff they were on an inspection for Commander Crosse.

Bogdan and Thorun intercepted two hooded figures whose glowing green eyes and amulets identified them as shardisite-touched cultists. After a brief skirmish and a successful bluff using a forged Viroc badge, the party moved the cultists to a private cabin for interrogation. * The Interrogation: Mentally probing the captives revealed they belonged to the Cult of the Verdant Light, a globally spanning organization embedded within Viroc's infrastructure. * Key Figures: The interrogation identified Petyr Sarnov (involved in illicit trade) and Sister Elsbeth (an Atlantean network leader) as rising figures in the power vacuum following Lucien's death. * The Outcome: Deeming the cultists a liability, the group threw them from the moving train after stripping them of their gear.

Noctis, Viktor, and Carl successfully infiltrated the armored car. They bypassed a lethal magical barrier by triggering it with a dead body, causing a massive arcane ward to explode. Inside, they discovered a highly volatile, glowing cube suspended by chains. The explosion caused a surge of energy that was felt throughout the entire train, disrupting the concealment charms on their other gear.

The arcane disturbance from the armored car revealed the true nature of the parcel Minerva Sedgewick intended for Harold Drekanov. The party realized the parcel was a sophisticated trap designed to trigger a catastrophic event the moment a member of the Drekanov family opened it. As the train hurtles through the night toward St. Petersgrad, the group remains divided on whether to complete the delivery and trigger the trap or keep the dangerous artifact for themselves.

  • campaigns/genesis_campaign_session_recaps/session_12_recap.txt
  • Last modified: 10 hours ago
  • by drefizzle