Raising a Republic

The Death of a Mechant
A Beast's Bloodshead Breeds Buchary

Still reeling from Allistair’s sudden betrayal, and hungover from a collective blackout at the Westoft Twins’ party, the group walked the long, painful trip from the Westoft estate back into Auchendale. Upon arriving in the city, they decided to do what any proper millennial adventurer would do after a long night out- get brunch! During the delicious and expensive meal, they discussed their backgrounds, and got to know a new possible ally- Vaellyn Zau’val, the half-Drow bounty hunter. After a day relaxing and recovering, they set out to investigate rumors of a grizzly murder outside the city.

They arrived at the scene of the crime to find the bloody remains of a merchant slaughtered in the road outside a simple farming community. The remains of the body was more meat than man, and the horses which should have been pulling his cart were mysteriously absent. A particularly long-winded farmer discuss the details of what he saw- a trader was riding his horse drawn cart while playing a fiddle when a huge winged demon landed and started an attack:

“It gets real quiet like, and I hear the screeching noise again, only this time it’s a little louder and it sounds like it’s coming from the treeline. Then it gets real quiet again for a spell, and suddenly I see the demon land like a lightning strike. BOOM. It hit the ground like a blooming explosion right in the road in front of the trader. Huge it were- the demon, not the explosion, although the explosion were huge too. I couldn’t get a look at it’s face, but it’s body was massive, like nothin I’ve seen before. And the wings! Giant black wings, it had. Big as an ox cart, the wings were.” -Sven Grover, elderly farmer

The group convinced the local investigators to turn a blind eye, and performed a rudimentary investigation of their own. They found that some demon had attacked, grabbed the horses, and flew over the treeline, knocking down a few branches on the way. The group decided to travel into the forest to find an unknown druid who had recently warned the locals to stay out of the forest for at least the next week. Way to follow directions.

They arrived at the foot of a hill, punctuated by regular rocky overlooks. After battling a few strange plant based creatures, they discovered their mysterious Druid- none other than Hagmar Valtoris, the very same druid who joined them against the Mysterious Warrior in the Alternate Realm.

Hagmar was in the middle of an unknown spell, apparently attempting to bind a massive Thorn Colossus. When the group disturbed his ritual, they had to face off against the giant creature. After a difficult battle Hagmar was finally able to complete his ritual, forcing the creature back to the Plane of Thuu’l.

After seeking Hagmar’s guidance on the attack, he related his theory that this was likely the work of an adolescent male Griffon trying to make a territorial claim on these lands.

“Intensely territorial, the griffin is. Must be that the previous alpha of these lands has died. I heard of another attack a few weeks ago outside a copper mine. When the Alpha of a Griffin territory dies, it leaves a dangerous power vacuum. What we’re seeing is the adolescent male griffins attempting to claim these lands for their own. They attack anything in the area as a show of dominance to the other male griffins. These territorial battles continue for years, sometimes decades until one Griffin is successful in its claim as the Alpha of it’s territory.” -Hagmar, on the Griffon attacks

Hagmar went on to talk about the myth of the Griffonsmoot, an intense battle between any male Griffons attempting to take control of a territory. It’s said that the winner of this fierce battle becomes the Griffon Lord, master of the territory. If the myth can be believed, once a dominant Griffon takes control of a territory, the others will fall in line and the attacks will stop.

During these discussions, Vaellyn pressed Hagmar about the details of his animal companion, Becky the Goat. She asserted that a rich noble has requested that someone find his missing daughter, Rebecca. Vaellyn asserted that Hagmar transformed the poor girl into a goat. Hagmar remained aloof about the topic, but never the less invited the group to rest and recover at his campsite.

Will our heros stop the senseless merchant slaughters? What was that strange blood ritual at the end of the Westoft party? Could Becky the Goat really be someone’s missing daughter?

FIND OUT NEXT TIME AT DUNGEONS AND DRAGONS!

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The Westoft Twins' Party
A Splended Soirée Spawns a Sinistrous Suprise

After returning Amelia the Doll to Horice Zipperskin, the Assistant to the Arch Duke of the Wizard’s Guild using Gertrude’s connections, you all prepared yourselves for the Westoft’s lavish party. The party bought fine clothing and accessories for the party, including a little custom made suit for Allistair’s bird.

Upon arrival, the party learned that the party has a sort of game that goes on throughout the night called the Lord of the Libertines. Essentially, everyone at the party votes for someone at the end of the party. The person with the most votes wins “the Lord of the Libertines”. Throughout the night, much merriment was had. Cinder was able to bed Beatrice after dancing with her and speaking in his native tounge- Infernal, the language of demons.

The group took part in backyard brawling, via our new brawling rules alongside a particularly quick dark elf named Vaellyn Zau’val. Archery, poetry, dancing, and smoking Jaffray were just some of the fun activities participated in. Oof stole quite a bit from the bedrooms.

Throughout the night, a great number of rumors were heard, including that a notorious pirate has taken residence in the inn by the waterfront, that young girls have been going missing- mostly travelers and wenches from the Triad district, and that there’s increasing concern over importers and traders being slaughtered once they get near the woodline to the northeast.

As the midnight hour came, the Westoft twins lead the party to a large gazebo in the back yard, where they announced the winner of the Lord of Libertines- Cinder. Cinder’s reward was the “Libertine Crown”, a masquerade mask covered in gems with no mouth, as well as the Deck of Shadows, a very old, very dangerous deck of cards which has the potential to bestow great rewards or grave consequences.

Unfortunately for the group, Allistair eagerly volunteered to try the deck out first hand. He drew the six of hearts- The Wrath of Chaos, which reads as follows:

An insane power flows through your body. It’s a dark, deep ancient power. The corruption in your mind overtakes your very essence. An ancient evil has claimed you. He your master, and you will do anything the ancient one requires of you. In return he grants you the gift of great and absolute power. Your level doubles. Your alignment is changed to Chaotic Evil. Your master demands that you betray your loved ones and begin working against everything and everyone you once held dear. In an instant, your love for the ancient master becomes absolute and unshakeable. His every desire becomes your purpose and your true calling. You let out a deep laugh before fading into dark light. Your final words echo in a whisper to your former allys. “I will be back for your skins.”

After the party guests had a chance to calm down after such a chilling turn of events, the final midnight ceremony begun. One of the masked servant girls walked a calf onto the gazebo, and with the encouragement of Beatrice, Cinder slit the creature’s throat. After using the blood to make mysterious markings and chanting something in an unknown language, all of the party guests drank cups of the calf’s blood. All of you took part in this strange ritual without objection.

You woke up the next morning, with no memory of what happened after the calf ritual. Still half drunk, you stumbled out to get some sleep back at the inn.

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The Alternate Realm, Day 2

The floor of Bront’s workshop gave out and transported you into the Alternate Realm. After going through a door, the group came upon six pedestals. Using the power of unity, the group moved on through the mysterious rooms battling goblin hordes and mimics alike. The group picked up a mysterious blue paste that had a mild healing effect, but ended up causing The Hammer to become sick.

In a tidy kitchen area, Hagmar discovered a Golden Sword, a little bigger than a letter opener. The party seemed to think that it was somewhat similar to the Golden Dragon Statue. In someone’s comfortable living quarters, the group discovered a thick magical book with several symbols on the front, including a dragon and a sword. Several symbols had been damaged and were not visible. The book could not be opened, but when touching the Golden Sword and Dragon to the cover, the corresponding symbols lit up.

After briefly and unsuccessfully attempting to battle a fearsome looking magical warrior who seemed to live in the rooms the group had been exploring, he transported you into a dark farmland. The group did battle with scarecrows, a flaming horse, and a giant troll before being transported back to the workshop.

Who is this mysterious magical warrior? What’s inside the magic book? Will Oof finally destroy all of the doors in the realm?

FIND OUT NEXT TIME AT DUNGEONS AND DRAGONS!

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Bront and the Real Doll
The perilous plot of a puppet posessed

In Auchendale, your party learned a rumor about a famous puppet maker named Bront who was to design the costumes, sets, and props for the upcoming hit play " The Warrior, the Wolf, and the Witches." After speaking to the stage manager, you learned that he was supposed to deliver a shipment days ago, but hasn’t turned up. The group went to Bront’s puppet workshop to investigate.

The front door was locked, but you were able to break in through the cellar door. There you found a scared and injured Bront. He told the group about how he was experimenting with a magical form of puppetry when something horrible happened. Before he can explain further, Bront was taken over and tortured by Amelia the Doll in front of your very eyes. After a quick battle with some dolls and puppets that came to life, you set off to find Amelia.

On the first floor, you discovered a circle with a creepy doll in the middle. Upon entering the doll, you were transformed into a puppet and had a mysterious vision. After a tense standoff with the rest of the party, you were able to transform back, along with Gertrude Brut. Gertrude is a young Auchendale socialite who was investigating a magical energy emanating from Bront’s workshop. You received your puppet characters, as well as a magical yarn that protects whoever is in it from harm.

On the next floor you fought with dressing mannequins from the costumes for the play “The Warrior, the Wolf, and the Witches.” During the fight, Ro was able to convince a summoned spider named Gilbert to join him as a pet. Otisious found a beautifully crafted rapier sword, a commemorative collectible replica of the sword used in the famous play.

In the attic of the workshop, you discovered Amelia, who used her power to morph into various characters from the party. Our heros were all practically dead, when Cinder was able to cast mage hands to hold onto Amelia. Ro convinced the group to allow them to take Amelia to the Wizard’s Guild for investigation, provided he be the one responsible for controlling her.

Will Amelia turn on the party and be let loose in the world? What will the Wizard’s Guild do with the wrathful animated doll? Will our heros ever make it to the Westoft twins’ lavish party?

FIND OUT NEXT TIME AT DUNGEONS AND DRAGONS!

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The adventure so far...
A succinct summary of a sonerous story

You woke up in a cold, dark imperial prison- scheduled for a quick execution. Thankfully, you were rescued by a mysterious group of people who used your debt to get you to go on a series of dangerous quests. Eventually you learned that Yargreenya- a the busty dwarven owner of a lively bordello, and Lothgar- a bearded warrior hailing from the northern clans, are high ranking members of a resistance movement called the Nightwalkers, who aim to set up the disputed territories as an independent state- free from both the militaristic Empire and the brutally savage Shining Path Collective.

They tasked you to venture into the city of Auchendale- a trading hub with loose ties to the Empire. You were in charge of escorting the Westoft Twins, rich heirs to a massive trading company. Lothgar wanted you nurse a relationship between the Nightwalkers and the Westofts- or any other factions in Auchendale which may be beneficial to your cause.

You succeeded in defending the Westofts against multiple assassination attempts by the Shining Path Collective. As a token of appreciation, they invite you to their annual Autumn Solstice party kicking off the festival of the Greengrass.

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