Dunmari Frontier - Session 95
Decisions at Voknaz Manor: in which the party navigates Urskan politics and faces a crucial choice
Featuring: Seeker, Delwath, Kenzo, Wellby, Riswynn
In Taelgar: Apr 15, 1749 DR to May 02, 1749 DR
On Earth: Tuesday Mar 26, 2024
Zvervinka to Voknaz Manor
The Dunmar Fellowship, after engaging with local politics and acquiring new magic, must choose between a perilous resurrection mission or assassinating a vampire lord.
Session Info
Media
A popular Urskan folk song, sung at the campfire while traveling with Karel, called Spring’s A Come.
Summary
- The Dunmar Fellowship prepares for departure in Zvervinka, gathering supplies and purchasing magic items.
- They learn of the Rodnya factions and tensions, specifically the low status of Rodnya Voknaz after mismanaged dragon attacks.
- Traveling south with a merchant caravan, they reach Volya and then turn west towards Yamgov and Voknaz Manor.
- Kenzo dreams of Apollyon’s escape, signaling a dark omen.
- At Voknaz Manor, Branek Mirov offers a mission to Frostfell resurrect the Rodnya leader, but an invisible visitor, Olen Vrask, proposes an alternative: to kill the vampire lord, Rhodar von Glauer.
Timeline
- Apr 15, 1749 DR, afternoon: Speak with Roman about magic items, travel plans; arrange horses, food, and some meetings in town.
- Apr 16, 1749 DR: Explore Zvervinka
- Apr 17, 1749 DR: Explore town, scout market. Have dinner at The Silver Wolf with Jela Drask, a member of the Rodnya Nivik
- Apr 18, 1749 DR: Saturday market. Purchase Frostshard Shortbow, Dragonscale Cloak, Dragonhide Cloak, Dragonhide Studded Leather, and a Potion of Gaseous Form (sealed until April 28th).
- Apr 19, 1749 DR: Prepare to depart Zvervinka. Speak with Lena. Get travel papers.
- Apr 20, 1749 DR: Depart Zvervinka, traveling with a merchant caravan, led by a local man named Karel. Travel south along the main road, somewhat muddy but passable.
- Apr 21, 1749 DR: Continue traveling south along the road.
- Apr 22, 1749 DR: Continue traveling south along the road.
- Apr 23, 1749 DR: Reach Volya, a small trading post at the confluence of the White River and the Leis River. Part ways with Karel, turn upriver following the road to Vedmakov, at the headwaters of the Leis.
- Apr 24, 1749 DR: Continue west along the Leis. Encounter Watcher patrol, show travel papers.
- Apr 25, 1749 DR: Continue west.
- Apr 26, 1749 DR: Continue west. Reach Vedmakov. Pass without entering, continuing west.
- Apr 27, 1749 DR - Apr 30, 1749 DR: Continue west, following the road to Yamgov.
- May 01, 1749 DR: Pass Yamgov, crossing the Dalinka River, and continuing overland west, towards the headquarters of the Rodnya Voknaz. Kenzo dreams of Apollyon beginning to break the enchantments imprisoning him.
- May 02, 1749 DR: Reach headquarters of Rodnya Voknaz in the late afternoon. Have dinner with Branek Mirov. Discuss mission to Frostfell.
- May 03, 1749 DR, pre-dawn: Awakened by a mysterious invisible visitor; discuss Urskan politics and the leadership of the Rodnya Voknaz and a possible mission west to kill the vampire Rhodar von Glauer.
Visions and Dreams
- Kenzo dreams of Apollyon’s escape.
Narrative
We begin at The Silver Wolf in Zvervinka, on the afternoon of April 15th, as the party plans with Roman, the innkeeper and general fixer around town. The discussion revolves around travel arrangements, focusing on the procurement of horses, food, and the organization of meetings in the town to ensure a well-prepared departure. Roman also reports on the magic items available to purchase in the market, with the monster parts the party has brought, and some decisions are made. As lunch ends, Roman leaves to make various arrangements.
Over the afternoon and the next day, the party explores Zvervinka. It is a town of contrasts, with the muddy, damp, and cold streets clustered by the river, home to woodcutters, furriers, and a substantial noyja community, while the wide streets on higher ground host the famous monster market and the attendant merchant houses, well-stocked inns, and alchemy shops. The evening before the next market day, the party dines with Jela Drask, a member of the Rodnya Nivik. She is curious, especially about Delwath, having never met an elf, and shares some broad details about the Rodnya, primarily emphasizing that while the Rodnya are never in open conflict, there is competition for status. After a series of dragon attacks last winter that were mismanaged by Rodnya Voknaz, they are particularly low status at the moment.
Before departing Zvervinka, the party acquires new magic from the monster market, in exchange for their dragon and ice worm treasure, and also speaks again with Lena Sorokina, from whom they acquire their travel papers. Lena advises them to always keep their travel papers, and also to be careful as they get further west, as the giant bats of the vampire lord Rhodar von Glauer are dangerous. But, she mentions, negotiations are underway that should see peace on the western borders soon.
Departing Zvervinka on April 20th, the party joins a merchant caravan led by Karel, traveling south along the main road, muddy albeit passable. Over the next few days, they continued their journey, eventually reaching Volya, a small trading post where they parted ways with Karel. From here, the party turned west, following the Leis to the outskirts of Vedmakov, and then across the Dalinka river valley to Yamgov. The party approached the Voknaz Manor on May 1st, when they camped about 20 miles away. That evening, Kenzo dreamed of Apollyon, slowing destroying the bonds that hold him in his tomb.
The afternoon of the following day, the party arrived at Voknaz Manor, the headquarters of the Rodnya Voknaz. Here, they were greeted by a serving woman, and led to rooms prepared for them, to get ready for dinner with Branek Mirov. During dinner, he proposed a mission to the party, which they could undertake in exchange for the Jade Piece of Rai’s Hand possessed by the Rodnya Voknaz: bring the body of the dead leader of the Rodnya Voknaz to the Frostfell, quench the elemental fire burning in his chest at one of the frost pools, and resurrect him. After some discussion about the dangers of the Frostfell, the party agreed, making plans to meet Branek the next morning and enter the portal to Frostfell.
In the pre-dawn hours, the party was awakened by an invisible visitor, whom the party eventually deduces was Olen Vrask, the scribe at dinner. He speaks of Urskan politics: Rodnya Kinzal, currently among the most prominent and powerful of the Rodnya, is seeking to make peace with Rhodar von Glauer, the lord of the vampire kingdom on the west. Rodnya Voknaz and many others have long opposed this, fearing the consequences of allowing a vampire lord to become comfortably established on the western border of Ursk. But, with Rodnya Voknaz in disgrace, something dramatic is needed. The invisible man proposes that the party, instead of going to the Frostfell, heads west and kills Rhodar von Glauer, eliminating the possibility of negotiations and hopefully providing ammunition to upend Urskan politics. If they do this, Olen says, he will orchestrate control of the Rodnya Voknaz, and give them the Jade Piece of Rai’s Hand.
After some discussion, we end as the party decides that, despite the risks of killing the vampire, it is better for the world and for Ursk to attempt this.
Transcript
At the Sign of the Silver Wolf
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The party discusses travel plans at the Silver Wolf inn, considering their options to cross Ursk from east to west: either direct overland journey of approximately 300 miles, with no maintained roads, or a longer route via a more circuitous road to Vedmakov and and then Yamgov.
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Dewalth suggests gathering local advice for their journey, considering their local fame might aid in acquiring useful information.
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The party debates the merits of taking the road versus striking through less traveled paths, considering safety, visibility, and the political implications of their route.
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Seeker proposes staying closer to civilization for safety and inquires about the specific dangers of the road versus the wilderness.
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The group discusses the logistics of travel without magic, considering the need for physical provisions and the potential for hunting along the way.
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Roman, the innkeeper, provides practical advice about the road conditions, suggesting it is well maintained to Yamgov but advising against deviating onto lesser tracks due to mud.
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The party expresses interest in hiring or purchasing horses and a wagon for the journey, emphasizing comfort and the ability to carry supplies.
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Roman agrees to make inquiries about acquiring horses and possibly introducing the party to a caravan heading in their desired direction.
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Plans are made to further explore the local area and gather more information before departing, with the party intending to interact more with locals and learn about the region.
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The party concludes their preparations and interactions with Roman, a local NPC who has taken a keen interest in promoting them as heroes in his inn, attracting more guests and spreading their fame.
Exploring Zvervinka
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The party explores Zvervinka, noting its geographical layout, economic activities, and socio-economic divisions, painting a picture of a town divided by wealth and occupation, with distinct upper and lower sections.
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Kenzo attempts a broad ‘soul sight’ to gauge the general aura of the marketplace, finding nothing unusual beyond the extraordinary items for sale, such as dragon parts.
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Dewalth expresses a desire to subtly connect with members of the Rodnya, indicating an interest in the local political and arcane landscape.
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The DM provides information on the Rodnya, painting them as a secretive, politically aligned group with a focus on arcane magic, mentioning that everyone in the inner circle has some magical ability.
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Roman arranges for the party to have dinner with Jela Drask, a low-level arcane magic user associated with Rodnya Nivik, promising an opportunity for the party to learn more about local magic users and politics.
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Riswynn and Seeker investigate local craftsmanship and Roman finalizes preparations for the party’s journey, including acquiring horses and supplies for their travel.
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The dinner with Jela Drask provides insights into the Rodnya, with a focus on their specialization in magic, though detailed information about their inner workings remains elusive.
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Seeker attempts to learn more about the magical properties of Jela’s rings and the regulation of magic in the area, but Jela is reticent to share detailed information.
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Conversation with Jela touches on the dynamics within the Rodnya, suggesting a competitive but not openly hostile relationship between different factions.
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As the market day approaches, the party finalizes their preparations for departure, including examining new magic items and arranging for their transport with a merchant caravan led by Karel.
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The party discusses potential interactions with different social classes and the possibility of engaging with the noyja, indicating an ongoing interest in the local socio-political landscape.
Into Ursk
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The party receives letters of transit from Lena, granting them permission to travel freely across Ursk for a month, with restrictions on city entry.
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Dewalth expresses concern about safety and learns about ongoing peace negotiations with the shadowy kingdom to the west from Lena, hinting at a decrease in danger along the western border.
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The group discusses the possibility of encountering giant bats and is reassured by Lena that either a Rodnya patrol will assist or no questions will be asked about their use of magic in self-defense.
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Lena advises the party to keep their papers on them at all times due to regular patrols and the spreading rumors of their deeds across Ursk.
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The party departs with Karel’s caravan, considering their pace and the option to leave the caravan for a more direct route to their destination.
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Discussions among the party members about whether to stick with the caravan or split off for efficiency’s sake.
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The party experiences a blend of merchant success stories and peculiar instances like Karel blanking out for 20 minutes, sparking curiosity about arcane wards and energy draining.
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The travelers part ways with the caravan at a trading post, heading towards Vedmakov on a quieter road, encountering patrols that check their transit papers.
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They bypass the city of Vedmakov, observing its strategic location and passing through lightly traveled roads and agricultural lands on their way to Yamgov.
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As they near the headquarters of the Rodnya Voknaz, the landscape transitions to spring, and they spot a flickering wall of fire marking their destination.
Meeting the Rodnya Voknaz
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The party wakes about two-thirds of a day’s walk from the headquarters of the Rodnya Voknaz, expecting to arrive that afternoon. They notice a large stone wall and a floating tower surrounded by a moat.
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Kenzo shares a dream he had, indicating that a powerful entity named Apollyon is awakening. This news worries the party, and they discuss the implications of Kenzo’s vision.
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Upon arrival at the headquarters, the party encounters a magically generated stone wall with no visible entrances. A portal opens, revealing an elderly woman who welcomes them and mentions that Branek Mirov expects them for dinner.
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Inside the headquarters, the party observes that the interior is significantly larger than what the exterior wall suggests, indicating magical manipulation of space. They are led to guest rooms to prepare for dinner.
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The party debates how to approach their meeting with Branek Mirov. They discuss revealing their quest for the Jade Hand versus keeping their intentions secret. They consider the potential alliances and conflicts with Apollyon and the political landscape of Ursk.
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The group contemplates the strategic value of being upfront about their desire for the Jade Hand and how to negotiate for it. They weigh the risks and benefits of different strategies, including a direct confrontation or a more diplomatic approach.
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Kenzo suggests bringing his staff to dinner as a talking point for negotiating for the Jade Hand. The party agrees on a plan to offer their services in exchange for the artifact, ready to use the Rainbow Bridge as an escape if necessary.
Dinner with Branek Mirov
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The party is introduced to Branek Mirov, described as a striking, elegant man, wearing furs and sitting at the head of the dining table. A secretary is noted to be present, taking notes of the proceedings.
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Branek welcomes the party, offering them wine and food levitated by unseen servants, demonstrating significant magical ability.
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Kenzo and Dewalth discuss Branek’s power level, concluding he is a high-level wizard, possibly the most powerful they’ve encountered.
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Casual conversation ensues, where Branek shows interest in the party’s adventures. Kenzo shares their encounter with a white dragon.
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Branek inquires why the party specifically seeks his help, leading to a discussion where the party subtly praises his house and hints at their need for cooperation.
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Kenzo and Wellby express their desire to make a trade, hinting at Branek’s possession of an item they seek.
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Branek acknowledges the party’s capabilities and proposes a task: to extinguish the elemental fire within the body of their deceased leader, using the cold of the Frostfell’s frozen pools, in exchange for the item the party seeks.
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Branek reveals the leader died combating a dragon using forbidden fire magic and is currently preserved in an elemental state of fire. The party must venture to Frostfell in the elemental plane of ice to quench the fire and resurrect him.
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Branek emphasizes the secrecy of the task, requiring the party’s commitment before providing full details and warns of the dangers in Frostfell, including ice constructs and snow trolls.
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The party agrees to the quest, and Branek offers assistance, including protections against cold and an extradimensional portal for transporting the leader’s body.
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Discussion shifts to potential allies and enemies in Frostfell, mentioning frost giants and genies as possible allies against the dominant threats of ice creatures.
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Branek shares the origin of the jade piece the party seeks, linking it to a man who attempted to destroy it due to bad dreams it induced.
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Kenzo expresses interest in meeting this man, and Branek agrees to arrange a meeting upon the successful completion of their quest.
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The party is offered magical items for temperature resistance and a flying carpet for their journey before retiring for the evening to prepare.
A Nighttime Intruder
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Kenzo is awoken in the night by an invisible person shaking his shoulder, who speaks in Drankorian and urges Kenzo to gather his companions for a secretive meeting.
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The invisible figure explains the dire political situation in Ursk, revealing a peace negotiation with vampires that would endanger the locals and expressing a desire to stop it.
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The party debates the risk and ethics of following the invisible figure’s proposal, which involves killing a vampire to prevent a dangerous alliance and sacrifices.
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The figure offers a teleportation aid, a vial of powdered stone, to assist the party in infiltrating the vampire’s kingdom, indicating trust and desperation.
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Through discussion, it’s revealed that the figure fears the consequences of the vampire alliance and has a plan to use the party’s actions to leverage political change in Ursk.
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The party is conflicted about following their original quest to resurrect a leader with elemental fire or diverting their course to assassinate the vampire for the greater good of Ursk.
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After much deliberation, weighing the moral and strategic implications, the party leans towards killing the vampire, seeing it as an opportunity to prevent a detrimental alliance and possibly strengthen Ursk against future threats.
Short Summary
At the Sign of the Silver Wolf
In the session, the party strategizes their journey across Ursk, weighing the advantages of different travel routes and means while waiting for their letters of transit. Discussions include travel logistics, safety concerns, and the potential for encounters along the way. They also plan to gather more information and resources by interacting with locals and making preparations with the help the innkeeper, Roman.
Exploring Zvervinka
The party engages with the local town of Zvervinka, exploring its social and economic divisions, and preparing for their journey with the help of Roman. They also have dinner with Jela Drask, a member of Rodnya Nivik, attempting to gain insights into the local arcane practices and political landscape.
Into Ursk
The party receives letters of transit from Lena, allowing them to travel across Ursk while learning about peace negotiations and arcane safeguards. They join Carol’s caravan, part ways to expedite their journey, and encounter various social and magical peculiarities, finally nearing the Rodney Vocanaz headquarters.
Meeting the Rodnya Voknaz
The party arrives at the headquarters of the Rodnya Voknaz, where they prepare for a dinner meeting with Branek Mirov. They debate their strategy for negotiating for the Jade Hand, considering both diplomatic and confrontational approaches, and plan to use Kenzo’s staff as a negotiating point.
Dinner with Branek Mirov
The party meets Branek Mirov, who tasks them with quenching the elemental fire within the body of their deceased leader using the cold of Frostfell’s frozen pools. In exchange, Branek promises to trade an item the party seeks. Branek also shares the jade piece’s origin, linking it to bad dreams and a man who tried to destroy it.
A Nighttime Intruder
The party is awoken by an invisible figure who reveals a political crisis involving vampires to the west of Ursk, urging them to assassinate a vampire to prevent an alliance. After intense debate, considering risks and ethics, the party leans towards intervening in the vampire situation, seeing it as a crucial action for the greater good, even if it carries larger risks for the failure of their quest to obtain the jade hand.