Session 3: The Road Ahead Report in Osterria | World Anvil

Session 3: The Road Ahead

General Summary

The party chooses to parlay with an angry Konorath, but he refuses and instead decides to handle things like they do in the North. If one of them can beat Mollok in single combat then he will talk, if not, Breman's line will end there at the bottom of the cave.
Hoth accepted the dual and the two silent giants fought with Hoth barely getting the upper hand at the last moment before a killing blow was struck to him. Impressed by the parties ability to honor a deal, he decides to hear them out.
They party asked why Konorath is leading an army to destroy civilization. Konorath argues that "civilization" is a rough word for a supposed honorable King who slaughtered his women and men in the Midden Incursion and it could have been avoided if only their father displayed honor and told the truth the King Carrathor about what he learned, the humans of the Midden Incursion were slaves to Illithids that Alfric had killed, freeing the people, only to have Carrathor kill hundreds of thousands of them as they tried to escape back North their homes. The party tells Konorath that their father must have had a reason for what he did, but doubt their words, just after learning that Alfric had let Gorgoroth live.
Konorath tells them that if peace is to happen and if there is a shred of Honor left in this world, that his people must be granted asylum and live amoung the Alatrions. He tells them that the North is growing colder and colder by the season and a new age of ice is upon them, because of their lower number and weakened state, there is no chance of survival. He tells them that he was only using the Orcs and Goblins as a means to an end to get what he wanted with power, but now that many of them are dead, he is glad and the others will need to die as well.
The party thinks it over and come to the conclusion that Knight Commander Trout of Stormhold would never let them pass, as their only duty is to kill Northmen as they come through the pass, and anything else for that matter. Konorath tells them that to honor the deal it must come to pass that his people come through unscathed and he will personally talk to Trout. They agree to the terms that they would lead Konorath to a Parlay to the Knight Commander and give him a convincing case against killing all those innocent people.
There in the cave the strike the The Exchange of Trust where Hoth gives up his hammer in exchange for the piece of the relic that Konorath carries around his neck. When the peice is united with the part they have, everyone in the party receives a vivid telling of the truth.
Alfric saw the barbarian men were enthralled to the Illithids and fighting againse thier will. After killing the mindflayers, the men were terrifed to find what they had done as they never wated a war with the realms, they wanted peace and to live alone. Knowing that determined Carrathor would never allow them to live, he set fire to the camp and gave them a head start and begin retreating north taking their people with them. The reason the army had folded after that point is half their troopes were running away to the north.

Carrathor wantonly slaughtered the innocent and fleeing men and woman. Alfric attempted to stop Carrathor, but was reprimanded for Cowardice and forced to kill every tenth man in his company.

Gogoroth was also under a spell and it was broken by Alfic. Alfic know about the Pale Pass from the beginning of the conflict and used it to make sure the Gogoroth's men and women had retreated north. Gogoroth knew the only way to ensure they weren't followed and killed was to die in battle in front of Carrathor. Alfric knew this to good to be true too.

He regained his favor with Carrathor and told him of the flanking action that he could acheive by using the pas. He lead Carrthor through the Pale Pass and fought Gogoroth. Alfric order Lucien, his Ranger to stop the King, which he launched and arrow into his back wounding him. Gogoroth went to kill the King but, Alfric couldn't allow this either and stopped him dragging the battle up the cliff where they parlayed peace out of the eyes of the battle below. There Alfric gave Gogoroth a token of peace, a powerful piece of a long lost relic and Gogoroth gave Alfric his axe. Gogoroth left to the north and Alfric returned as a hero and a liar.

The partying knowing the truth now and settling for peace returned to Stormhold. There Knight Commander Trout and Konorath came up with a plan to bring the people through the Kassiden pass and then close it off with the remaining Orc army in it, burying them and preventing anything else from coming through.
During this time Praist worked with locals to create a better infrstrcutre within the city, building sewage output and aqueducts to assist in keeping the city clean. Hitsuki struck a relationship with Mollok, who turned out to be a gentle man. Affyria hired two thugs she recognized to look into the missing half of Alfric's estate. The party decided to open Bright Barrow for Konorath and his people so they would ahve a place to live that was away from the eyes and ears of people who may be less understanding then they.
The party also uncovered that they letter from their father had change and the clue was now different meaning that each time they solve the riddle and get a relic, the clues will change leading them to the next item.
It lies in the heart of the fire of the Dragonforge

Damien heard of a legend of the Dragonforge and their father and he regaled the family with the tale of Azzarth's Deal . The party then decided that it was time to travel south to Bilganthur to find the next piece. They would first stop off at Agrath to take care of some business, to seek out their Aunt Ally and Praist wanted to investigate the Mayor there for possibly being a Vampire, which Praist Abhorred. From there, they would head to Hayfalls to warn the people of the Northmen that they sent there, and from Hayfalls, south along the Granach River Triubutaries until they reached the City of Erengrad.
After many weeks of travel they eventually found themselves in Agrath, only to find it abandoned and full of menace. Praist took lead knwoing full well this meant there was a hive of undead here, but to be so bold as take a city?
They arrived at tavern, the keeper and its two patrons revealed themselves as Vampire Spawn and attacked. They were swiftly dispatched by the party who decided to gather the survivors of the city and send them away. From there they went to the keep only to find the Vampire Mayor emaciated and staked to the ground. In perhaps his greatest blunder, so far, Hoth removed the stake freeing the Vampire, who immediately went incorporeal and flew away to some unknown location.
Searching they area they uncovered the remains of a female in the armor of the Golden Company, within its posessions was a Journal of thier Aunt Ally, whom which the party barely knew. Within its contents was the locations of the Vampire's egress, Erengrad.
The party re steeled themselves and set off, determined to stop him before he could spread his foul seed.

Rewards Granted

Level 5 was achieved and the party gained an additional 1200 xp.

Missions/Quests Completed

Character(s) interacted with

Konorath and Mollok.
Campaign
Sins of The Father
Protagonists
Hoth Breman
Damien Breman
Praist Breman
Report Date
08 Jun 2018
Primary Location
Secondary Location

DM's Notes

: A heavy RP session and a new quest to kill the vampire was created due to the gross misguided attempt to apply common vampire knowledge to this game. Because of this I have changed the way 5th addition Vampires work to prevent some people from assuming they know how vampire's work. In further session, if you want to use out of game knowledge, we roll for it. Praist doesn't need to, it is in his back story that he literally dealt with this kind of thing. **Remember that this is a shared world and is a sum of our collective imaginations. I will allow you to come up with stuff within reason. What I will not allow is for the solution to your problem conveniently be hidden in plain site the whole time. The game is not supposed to be easy. Challenges to use your brain and ROLE PLAY are how we are going to overcome these obstacles and when push comes to chove there is also the dice, they are the final arbiter to the rules below myself.** Please stop calling shit plot armor because it seems like I invent shit at the last moment to fix the situation to be no longer in your benefit. I work hard on this. I plan ahead. There are a few occasions where I take liberites and then and only then do I tell you as it is happening.

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