The Dead Rise! - Raqib
General Summary
Rico and Tiff met with Azim at his citadel in Trader's Cusp to go over their plan to assist the people of the city. After a small discussion on how best to travel, they decided to teleport to Azim's ancestral home in the city. After focusing, the party arrived, only to find it abandoned. As Azim looked around, it appeared as if his family had left. Fighting was heard in the city, so instead of dwelling on the issues of his missing home, the party decided to take action.
The party walks into the city square, finding some skeletal archers unleashing volley of arrows down at the people around them. A few guards still standed, but most of them were bloodied or dead. The party sprung into action, but the all out attack option changed once Tiff noticed that the skeletons were devouring the souls of the dead around them. Tiff worked on preventing them from being close enough to a corpse to eat the souls, while Rico, Aldrik and Azim dispatched the rest of them.
Once they had managed to clear the square, they met back up. with the remaining guards. They mentioned that there was a checkpoint further in the city that had not reported back in some time, and requested the adventurers head there to assist. When the traveled up the road, they heard a clattering of teeth. When they arrived, they noticed multiple waves of skulls, biting and ripping into the guards, who were unable to escape. Able to rescue a handful of the guard, they took care of the skull swarm, with just minor injuries.
Finishing their patrol, the party came across a lone dwarf, standing amonst a large amount of dead bodies. The party approached, asking about the people around him, and he said that he dispatch them. Tiff was unable to get any real deception, and they started talking about who he was. He introduced himself as Trask, an accomplished alchemist. After a moment, he took an interest in Aldrik, and started antagonizing him by insisting on a scale from his body, noting that he is not a true dragon, but was still interesting to him. Aldrik attacked after being antagonized, and Trask declared he would take Aldrik. His body fell to the ground, when suddenly Aldrik threw Azim off his back, and declared it was a good body. Without hessitation, realizing what happened, Tiff disintegrated the possessed Aldrik, as the ash of his remains fell to the ground. Infuriated, Azim attacked Tiff with a flame strike, as they began to argue over Tiff's actions. However, the being that possessed Aldrik had not yet been defeated, possessing a nearby barrel and attacking Rico. Rico deflected the blow, but it reminded the party that a danger was still present. In a mix of magic from Tiff keeping it corporeal, and the attacks of Azim and Rico, the creature was destroyed. The conflict between Tiff and Azim resumed, but ultimately was decided that after an offer of resurrection, that it was sufficient to stay Azim's hand against Aldrik's murderer.
With Raqib mostly safe, the party traveled back to Xiomara, with the remains and gear of Aldrik. They brought him back, though he was quite unhappy with his death. Azim quickly took his leave, and returned back to Trader's Cusp, feeling betrayed.
The party walks into the city square, finding some skeletal archers unleashing volley of arrows down at the people around them. A few guards still standed, but most of them were bloodied or dead. The party sprung into action, but the all out attack option changed once Tiff noticed that the skeletons were devouring the souls of the dead around them. Tiff worked on preventing them from being close enough to a corpse to eat the souls, while Rico, Aldrik and Azim dispatched the rest of them.
Once they had managed to clear the square, they met back up. with the remaining guards. They mentioned that there was a checkpoint further in the city that had not reported back in some time, and requested the adventurers head there to assist. When the traveled up the road, they heard a clattering of teeth. When they arrived, they noticed multiple waves of skulls, biting and ripping into the guards, who were unable to escape. Able to rescue a handful of the guard, they took care of the skull swarm, with just minor injuries.
Finishing their patrol, the party came across a lone dwarf, standing amonst a large amount of dead bodies. The party approached, asking about the people around him, and he said that he dispatch them. Tiff was unable to get any real deception, and they started talking about who he was. He introduced himself as Trask, an accomplished alchemist. After a moment, he took an interest in Aldrik, and started antagonizing him by insisting on a scale from his body, noting that he is not a true dragon, but was still interesting to him. Aldrik attacked after being antagonized, and Trask declared he would take Aldrik. His body fell to the ground, when suddenly Aldrik threw Azim off his back, and declared it was a good body. Without hessitation, realizing what happened, Tiff disintegrated the possessed Aldrik, as the ash of his remains fell to the ground. Infuriated, Azim attacked Tiff with a flame strike, as they began to argue over Tiff's actions. However, the being that possessed Aldrik had not yet been defeated, possessing a nearby barrel and attacking Rico. Rico deflected the blow, but it reminded the party that a danger was still present. In a mix of magic from Tiff keeping it corporeal, and the attacks of Azim and Rico, the creature was destroyed. The conflict between Tiff and Azim resumed, but ultimately was decided that after an offer of resurrection, that it was sufficient to stay Azim's hand against Aldrik's murderer.
With Raqib mostly safe, the party traveled back to Xiomara, with the remains and gear of Aldrik. They brought him back, though he was quite unhappy with his death. Azim quickly took his leave, and returned back to Trader's Cusp, feeling betrayed.
Rewards Granted
Loot:
Coins
82 pp, 1,972 gp, 1,469 sp, 4,614 cp
Armor
[12,000 gp] +3 poison-resistant half-plate
[5,000 gp] bracers of archery (lesser) [clue indicates function]
Art
[1,250 gp] platinum chalice with angel carvings
[1,300 gp] platinum statuette of a deity
[40 gp] porcelain mask
[40 gp] porcelain mask
[60 gp] decorated silver plate
[75 gp] engraved gold scarab
[60 gp] elaborate silver wind chimes
[550 gp] gold cup with royal crest
[65 gp] silver statue of a dragon
[125 gp] silver scepter with eagle symbols
[15 gp] bronze statuette of a warrior
Potion
[300 gp] potion/oil of make whole (CL 3)
Scrolls
[3,825 gp] divine scroll of create demiplane, greater (CL 17)
Wands
[750 gp] wand of disguise self (CL 1)
[4,500 gp] wand of touch of idiocy (CL 3)
[4,500 gp] wand of pyrotechnics (CL 3)
Experience:
Azim (13): 6179xp = 1629 (spooky soul-eating skeletons) + 1950 (clattering skulls) + 2600 (Possession is scary)
Tiff (15): 3563xp = 938 + 1125 + 1500
Rico (16): 2534xp = 667 + 800 + 1067
Coins
82 pp, 1,972 gp, 1,469 sp, 4,614 cp
Armor
[12,000 gp] +3 poison-resistant half-plate
[5,000 gp] bracers of archery (lesser) [clue indicates function]
Art
[1,250 gp] platinum chalice with angel carvings
[1,300 gp] platinum statuette of a deity
[40 gp] porcelain mask
[40 gp] porcelain mask
[60 gp] decorated silver plate
[75 gp] engraved gold scarab
[60 gp] elaborate silver wind chimes
[550 gp] gold cup with royal crest
[65 gp] silver statue of a dragon
[125 gp] silver scepter with eagle symbols
[15 gp] bronze statuette of a warrior
Potion
[300 gp] potion/oil of make whole (CL 3)
Scrolls
[3,825 gp] divine scroll of create demiplane, greater (CL 17)
Wands
[750 gp] wand of disguise self (CL 1)
[4,500 gp] wand of touch of idiocy (CL 3)
[4,500 gp] wand of pyrotechnics (CL 3)
Experience:
Azim (13): 6179xp = 1629 (spooky soul-eating skeletons) + 1950 (clattering skulls) + 2600 (Possession is scary)
Tiff (15): 3563xp = 938 + 1125 + 1500
Rico (16): 2534xp = 667 + 800 + 1067