The Lazarus Expedition: Episode 02

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==Synopsis==
The Party, naming themselves, The Lazarus Expedition ("TLE"), decide to carry on with their quest to resurrect King Arnold. The Party barters their way across the Great River and enter into Abalar. TLE sells off the loot collected from the bandits and equip themselves in weapons and armor, as they begin to acclimate to Abalar's culture. TLE decides to seek employment as hired muscle to fund their journey to Heatstroke, taking a job with a cleric of Jexel named Daiyo, where they are tasked with confronting Flicker Redscale, a sorceress who wants Daiyo dead.
A fight breaks out between Flicker, her minions, and TLE. The fight goes poorly, and Roy surrenders to Flicker with Cassian, Vasher, and Styrmir all having been knocked unconscious. Cassian manages to reawaken and feign death, surprising Flicker's bodyguard with a decisive blow. TLE ultimately prevails over Flicker and her minions, killing her, despite Cassian, Vasher, and Styrmir all having fallen unconscious during the fight.
==Recap==
Out of character, the campaign adopts the rule that failed Death Saving Throws remain with a Player Character until a Long Rest has been completed.
=== Return From the Desert ===
The Party stands over the dispatched bandits, with Styrmir and Vasher lying unconscious. As Roy continues to panic, Cassian fails an Animal Handling Check to lead one of the nearby camels away. Cassian finds some supplies like water skins on the camels, as well as: 50 gold, 150 silver, a cool looking scimitar, a silver armband, five golden rings, a shortbow, 15 arrows, and a dagger. Cassian attempts to calm Roy down as he moves Styrmir and Vasher into cover. Cassian and Roy attempt to coax the camels over, reasoning they can be valuable assets if sold off. Roy manages to move the camels into the shade, which makes Roy feel a little better. Roy names the camel Zanzil as the duo wait for their companions to awaken.
Styrmir awakens two hours later to the sight of a camel’s underside, surprised to see Cassian conscious. Styrmir expresses skepticism that Roy’s magic saved them but ultimately relents and thanks Roy for saving them. Vasher awakens shortly after and also pats Roy on the back for saving them as Roy begins to ramble about the formation of Magic Missiles. The Party briefly considers whether to bring the heads of the bandits with them for bounties, but decide against it, kicking some sand over the bodies for a shallow burial. 
The Party makes their way back to the Northern Abalar waystation. The Party draws some looks from the inhabitants, with the guards taking time to listen to Roy’s excited recounting of the bandit encounter. The Guards ask Roy whether the Party has a name, suggesting “Roy and the Waystars.” The Party rests, regaining and extending Hit Dice.
The next day, a caravan offloading raw materials comes through the waystation. Cassian inquires about selling one of the camels, with the caravanner directing him to Rupert the Foul’s camel dealership, located in Abalar. A number of merchants come through, but the Party is met with the same response from each group requiring 10 gold a head for passage across the river. Eventually, the Party decides to pay 70 gold to cross the river, arriving at Abalar.
=== No Dogs in Abalar ===
Abalar proves itself to be a sprawling, multiracial metropolis, with a large ziggurat lined by large marble columns in the middle of the city, with multiple large scale construction projects further developing the city under way. Notably, the Party finds Abalar is surprisingly clean, not reeking of sewage like the Stormtide Kingdom does. A guard quickly takes notice of the Party, recognizing the Party as foreigners disembarking at an unauthorized port of entry. 
The guard tells the Party to enter the city through the trade port further upriver and advises them to stay within the Summer District, directing them specifically to an Inn called the Windbreak. The guard warns them to not engage in any killings, guaranteeing them law enforcement will find any perpetrators due to Abalar’s abundant divination magic. Before sending the Party on their way, the guard also says that Abalar’s laws extend only to the city’s walls, leaving self-defense to the Party once outside Abalar. 
Confused, Cassian asks the guard whether any disputes, up to and including duels to the death, can merely be taken outside of the city’s walls to be resolved, to which the guard replies in the affirmative, not understanding Cassian’s questioning. As the Party leaves with directions to the animal market, the guard warns the Party that dogs are forbidden.
The Party works through a disagreement on whether they will proceed with their mission to Heatstroke, with Styrmir believing the quest a fool’s errand. Ultimately, the Party decides to continue with their quest, each of them having too much of a personal stake in King Arnold’s resurrection to quit. As the Party continues towards the Windbreak, they come across a large procession carrying Queen Priest Mehohlahtah, who presents as a woman in her mid thirties, over six feet tall and five hundred pounds in stature, wearing only a sash wrapping around her waist, but covered in jewelry and precious metals. Roy kneels down and encourages Styrmir to also kneel, but Cassian and Vasher refuse to bow.
=== Disgruntled Clients ===
The Party takes a Long Rest, deciding to sell off most items at market rate. Throughout the week, the Party buys 2 shields, a flail, spell components for Roy, a two handed sword, and a longsword. As the Party arrives at the Windbreak Inn, they arrive at an apparent murder scene, where clerics are attempting to commune with the body. A drunken cleric of Jexel named Daiyo greets the Party as they enter, who welcomes the Party to join him for drinks. Daiyo tells the Party he makes a living with the use of the Water to Wine spell, which proves profitable due to the relative scarcity of wine in the area. 
Daiyo tells the Party a woman by the name of Flicker Redscale, a fire sorceress and a disgruntled former client of Daiyo’s, wants to kill him and is waiting near his temple. Daiyo offers the Party 400 gold to confront Flicker on his behalf, also offering the Party looting rights to Flicker’s possessions should they kill her. The Party ultimately accepts Daiyo’s offer, hoping to talk Flicker down from a deadly confrontation, but ready to kill her if necessary. 
As Daiyo and Roy talk about surfing and Fire Beetles, Cassian asks Daiyo about Heatstroke, and they exchange tales about King Arnold and Flicker Redscale. The Party asks for some payment upfront, and Daiyo agrees to roll 4d100 from his component pouch, offering 160 gold upfront. Styrmir and Roy head to the local temple; Cassian and Vasher head to a local cartographer.
At the temple, Styrmir and Roy ask about Flicker Redscale. An attendant priest regards her as a known, up and coming local hero. Styrmir and Roy pray before Velmontarious. The duo ask for permission to resummon Vika using one of the braziers, but the attendant directs them to the old district. Vasher and Cassian look through the local guild hall, but fail to locate a dedicated cartographer, with almost no one willing to go Heatstroke. 
A scribe recommends investigating a town named Bellwind, located closer to the badlands. The Party hires a local guide to help them resummon Vika in the old district, and they do so without issue. The Party buys 3 sets of studded leather armor, backpacks, rope, and a saddle for Scamp before heading out. The Party takes another day to complete their Long Rest. 
As the Party leaves the city gates, they see Daiyo has gathered a small crowd and is hyping up the crowd to go watch the Party kill Flicker. Daiyo asks what the Party’s name is, to which Vasher responds, “The Lazarus Expedition” (“TLE”). TLE eventually arrives at the temple, where they see Flicker high up on a mountain ridge, demanding Daiyo pay her 10,000 gold. TLE attempts to talk Flicker down, but as discussions deteriorate, Styrmir takes cover behind a cliff and casts Guiding Bolt at Flicker, striking her for 21 radiant damage as everyone rolls for Initiative.
=== Combat Start: TLE vs. Flicker Redscale ===
Round 1
* Cassian acts first, making his way up the ridge and cuts through a minion for 12 slashing damage.
* Roy moves behind cover and casts Fire Bolt at a minion, dealing 7 fire damage.
* A minion attempts to club Cassian, missing.
* Vasher attacks a minion for 7 slashing damage.
* A minion clubs Cassian for 4 bludgeoning damage.
* Styrmir casts Guiding Bolt at Flicker; Flicker uses her Reaction to cast Shield, protecting herself.
* Flicker casts Fire Bolt, missing, then using Quickened Spell to cast Scorching Ray twice, striking Vasher once for 9 fire damage.
* An injured minion passes their Morale Check and smashes Vasher for 7 bludgeoning damage.
Round 2
* Cassian strikes another minion for 7 slashing, Action Surging to strike another minion for 11, killing it.
* Roy fires Magic Missile attempting to finish off the quarterstaff wielding minion, dealing 13 force damage.
* Vasher uses Lay on Hands on himself for 9 HP.
* A minion attempts to climb down the ridge but trips and falls, suffering 6 falling damage.
* A minion fails their Morale Check and disengages.
* Vika moves next to Styrmir.
* Styrmir casts Sacred Flame at the minion fighting Vasher, but misses.
* Flicker casts Fire Bolt at Styrmir, missing.
* The minion fighting Vasher misses with his club attack.
Round 3
* Cassian misses his attack.
* Roy finishes off the minion fighting Roy with Fire Bolt.
* Scamp moves up the ridge.
* A minion Dashes at Roy Waystar.
* A minion deals 5 bludgeoning damage to Cassian.
* Vika attempts to scuttle up the ridge.
* Styrmir strikes the minion attacking Roy with his flail for 6 bludgeoning damage, killing the minion.
* Flicker repositions further up the ridge.
Round 4
* Cassian slays another minion, striking them for 13 slashing damage, then healing for 4 HP with Second Wind.
* Roy sends a Fire Bolt up the ridge, striking a minion for 1 fire damage.
* Vasher strikes a minion with advantage from atop Scamp, bringing his sword down and cutting the minion down for 12 slashing damage. Scamp charges up the ridge.
* Vika continues his trek up the cliff in search of targets.
* Styrmir begins to make his way up the cliff and casts Sacred Flame at a minion, dealing 7 radiant damage.
* Flicker aims her spell at Vasher, but her Fire Bolt is deflected by his shield.
* A minion shouts at Flicker as they run off, failing their Morale Check.
Round 5
* Cassian moves up the ridge and takes cover.
* Roy critically strikes a fleeing minion with Fire Bolt, dealing 10 fire damage.
* Vasher moves further up the ridge and takes the Dodge action.
* More minions begin to fail their Morale Checks as TLE makes it closer to the top of the ridge.
* Flicker’s bodyguard attempts to Shove Scamp and Vasher off the cliff, knocking Vasher off, dealing 6 falling damage.
* Flicker attempts to rally her fleeing minions, failing her Persuasion Check.
Round 6
* Cassian continues his sprint up the ridge.
* Roy begins moving up the ridge and readies a spell.
* Vasher climbs back up the ridge and mounts Scamp.
* Vika skitters onto the bodyguard and Roy unleashes his Shocking Grasp through Vika, dealing 8 lightning damage.
* The bodyguard is undeterred in shoving Scamp off the cliff, sending Scamp and Vasher flying, dealing 8 falling damage to both and knocking Vasher unconscious. The bodyguard hits Roy with their multiattack, dealing 3 bludgeoning damage.
* Styrmir continues his trek up the ridge.
* A minion strikes Cassian for 6 bludgeoning damage.
* Flicker uses Quickened Spell and casts Scorching Ray at Styrmir, dealing 12 fire damage, then critically striking him with second Ray for 10 fire damage, knocking Styrmir unconscious, and sending the third Ray at Cassian for 11 damage, knocking him out.
Round 7
* Cassian fails one first Death Save.
* Vasher fails one first Death Save.
* Vika uses Shocking Grasp on the bodyguard, dealing 3 lightning damage.
* The bodyguard strikes Vika for 9 bludgeoning damage, dispersing Vika.
* Styrmir passes a Death Save.
* Flicker attempts to rally her fleeing minions and critically fails.
Round 8
* Cassian fails his second Death Save.
* Roy strides forth and casts Magic Missile at Flicker, dealing 13 force damage.
* Vasher passes his first Death Save.
* The bodyguard reacts to the Magic Missile, ordering Roy to surrender or threatening to beat him to death.
* Styrmir fails his Death Save.
Round 9
* Cassian critically succeeds on his Death Save and reawakens, but feigns unconsciousness, readying an attack.
* Roy falls to his knees and starts crying.
* Vasher passes his second Death Save.
* The Bodyguard begins taking Roy’s possessions. Roy helps.
* Styrmir fails his Death Save.
Round 10
* Cassian continues playing dead.
* Styrmir passes his Death Save.
* Vasher fails his second Death Save.
Round 11
* Vasher passes his third Death Save, stabilizing.
* Styrmir passes his third Death Save, stabilizing.
* Cassian successfully fools the bodyguard into believing he is dead, then strikes with his greatsword with surprise, dealing 10 slashing damage.
Round 12
* Roy sees Cassian spring to life and badly wound the bodyguard and casts Fire Bolt, striking her for 2 fire damage.
* Cassian beats the bodyguard in Initiative and strikes her for 14 slashing damage, killing her.
* Flicker passes her Morale Check and attempts to Fire Bolt Roy, but misses.
* The sole remaining minion passes their Morale Check and charges in.
Round 13
* Roy casts his last Magic Missile, dealing 12 force damage and knocking Flicker unconscious. 
* Cassian apologizes to the minion and kills him.
Combat End. TLE survives and has dispatched Flicker Redscale and her minions. 
==Experience==
Experience gained but not stated.
Category:The Lazarus Expedition Episodes
Category:Save Or Die Episodes
Category:The Lazarus Expedition