From the Ashes

These Two Priests Are Holding A Crazy Secret! When You Find Out, It Might Just Blow Your Mind.

When we last left our brave adventurers, they were spending a cold night in an unfamiliar jail. Interrogations were handled in the morning, with a zone of truth placed around their entire conversation. After the truth had been revealed, the party received their papers, and finally after so much political squabbling, received their Traveler’s Passes. Ellyjobelle noted that the issuing city indicated on her passes was likely incorrect, as Paedun, in her experience, was not such a place.

Our heroes, catching wind of a nefarious plot taking hold in the city, ask if there is anything they can do to help. Told that they weren’t techincally part of the investigation, they were forced to look elsewhere for ways to help. Searching the merchant stands, Joddun eventually procures a unique piece of information. The Wizardspire is buying up an unusual amount of spell components and other resources. They arrive at the wizardspire and are ushered up to the divination department, where thye meet the divination wizard known as Cloudeye.

After clearing their names in regards to Iacius’s untimely murder, they are enrolled in the university as Cloudeye’s own students. Aelar is enrolled in the illusion department, as per his request, and spends the rest of his day in the libraries of the school. With our heroes freshly deputized, they set out upon the city to find information.

Joddun heads to find Lyra, a named contact of Cloudeye’s, who runs a small bakery. After closing up the shop and ending friendly talk with the customers, Lyra relayed all of her possible information to Joddun and showed him on a map where she thought an attack was most likely to occur during the upcoming festival.

Meanwhile, across town, Elly (after leaving her armor for repairs) and Svorjak find their way to a temple that had been highlighted by Cloudeye. They speak with the clerics, and Svorjak has his mind attacked by the first priest they talk to. Svorjak initiates combat with the priest, who retaliates by throwing a small obsidian egg that hatches into a snake of fire. Joddun and Ellyjobelle break into the room where the combat is occuring, and help Svorjak put the man down. Fire then errupts from the snake as it dies, setting the room ablaze, which Svorjak handles with a single use of his in-born breath of cold. They encounter the other cleric now, who is charmed by Joddun immediately. He reveals his affiliation with the signet rings from earlier, stating himself to be a member of the Order of the Ash. He declares the other cleric to be entirely absent from his own plans and cult activities. Svorjak, thinking quickly (and brutally) knocks the man out with his fists.

Our party turns the clerics into the police, who arrest them for potentially assaulting men of the cloth for no reason. A quick zone of truth later, the party is set free with a significant warning. Elly, the only available clerical figure, is given the deed to the temple without hesitation, providing the party with a place of rest for their stay in Paedun. After settling in (and retrieving Ellyjobelle’s armor), Svorjak leaves on his own and finds the owner of the inn that might be under attack, and arranges for potential extra protection.

Will the festival be made safe? What were those two clerics in the temple up to? Will our party be able to save this town from the cult’s horrible plans? Only the fates know.

Four Adventurers Break Into a Councilman's Home. What They Find May Surprise You!

Our heroes found themselves back in the Adventurer’s Guild’s Licensing Bureau, after having rested at a government-provided Inn. They were informed by the lovely and ever-smoking Greta that their papers had been delayed by the absence of their current license officiator. Absent-mindedly, Greta improperly placed some papers and they began to smolder. The quick-witted thinking of Svorjak managed to subdue the flames, earning thanks, papers, and an address from the tobacco-wielding beurocrat. Almost immediately, more than 40 brand-new recruits storm in, swarming the small building. Aelar attempts to dissuade their presence with a minor illusion, but the group remains unmoving, and our heroes are forced to retreat.

Outside, amidst the hustle-and-bustle of the city, our journeymen finally introduce themselves. Aelar, Svorjak, Ellyjobelle, and Joddun exchange names and hometowns. It is then that Ellyjobelle states herself to be princess of the western Maple Kingdom. Unbelieving, the men of the group press further on Ellyjobelle’s true history. Presenting her own vastly different map of the world, Ellyjobelle points to a large gnomish metropolis on Aiphira. Deciding this question would not be resolved in the streets, our heroes decide to press on in their mission to find the missing councilman.

Passing through districts of jewels and forges, the band makes their way to Sapphirespire Way, the home of the missing man. Upon investigating the house, they found almost all of the windows impossible to see into, save for those on the upper floor. Curious for more information, the group consults a guard and heads to the Wizardspire. A spritely gnome woman named Cheshire greets them and passes their inquiries along to the proper authorities. Our party gathers information on the school and finally secures the name of their missing person, Iacius. Further questions about the Maple Kingdom yield nothing, as this woman has never heard of such a place.

Returning to the house, Jodunn and Aelar scale the back balcony, discovering the house to be previously looted. A secret passage reveals itself, and our heroes regroup once the front door has been unlocked and opened. Discovering a destroyed bedroom, our heroes find missing research, a destroyed book, and a hidden staircase descending into the basement.

Svorjak leads the charge into the catacombs, where the body of a bandit is discovered, armor decayed by a foreign force. Not long after, gray oozes eat their way into the room, engaging our players in combat. These oozes are dispatched, and the heroes move further into the dungeon, where they find sprung traps and more dead bandits. Signet rings are retrieved from bodies as they are investigated, revealing an organized nature of this particular raid.

Eventually, our heroes made their way to a room containing vials of oozes, beyond which a single figure was propped against the far wall. Joddun called out to the figure before Aelar tossed a light-emitting, though not burning, torch into the room. Svorjak attempted to sneak around the perimeter, but a trap was sprung and a half-demolished Gargoyle charged the group.

After a long, grueling battle, Svorjak snapped the Gargoyle in two and Ellyjobelle was brought back from the brink of death by the healing powers of Joddun. The body was revealed to be that of Iacius, upon which they found a note reading:

“May fire judge Tieflings and cleanse the unclean..”

Our heroes returned to the town guard, and allowed themselves to be housed at the station where they will be kept until a proper questioning can be performed.

Who killed Iacius? What meaning do these rings and papers bear? Will our group ever receive their traveler’s passes? Only the fates know.

Paperwork, The Game
Directed by a disgruntled long-term smoker woman.

Our journey began as many do, inside the quaint, smoke-scented walls of a dusty government-operated building. Our group straggled their way in before the end of the day, and filled out every bit of paperwork the woman handed them. Some had an extended magical registration form to fill out, while others completed coloring sheets.

Our dragonborn found himself paused, looking over the woman before them. With a particularly perceptive once-over, he smelled the smoke and alcohol on the woman’s clothes, and saw in her eyes a dim glint of hope, a light that drives her to see change and good done to the world. But here, locked in this government building, stamping travel passes and approving boastful would-be heroes, she could do very little with that light but send hopeful youths to their inevitable deaths at the hands of a cruel and uniyelding world.

In the end, however, we had 4 brave adventurers waiting in the foyer for papers to pass through government fingers. There were offers of governmental favors in exchange for an expiditing of the beurocratic process, but that didn’t fly. The adventurers in question were exhausted from long travels, and opted instead to find a bed to call home, and rest themselves for the evening.

What adventures lie ahead? Will the governmental worker ever find true peace? Only fate can tell.


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