Difference between revisions of "Team MeFight Sixty-Fourth Session"

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(Created page with "==The Final Basement Levels== *The group continues down the stairs, Anise and (invisible) Thoven leading the charge. *Anise hears the still-invisible Ragman retreating to...")
 
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**Anise discovers a secret door, and opens it. A ward explodes, to little surprise, but doesn't end up shaking anyone about too much.
 
**Anise discovers a secret door, and opens it. A ward explodes, to little surprise, but doesn't end up shaking anyone about too much.
 
**On the other side is a study. It has a desk, another bookshelf, an alcove and an exit downward.
 
**On the other side is a study. It has a desk, another bookshelf, an alcove and an exit downward.
**Over the desk hang several diplomas, kept in pristine display condition. The group takes one for later references, but notes that the Ragman's name is [[Ragland Kiew]], and that he graduated from Ubrekt University within the last few decades.
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**Over the desk hang several diplomas, kept in pristine display condition. The group takes one for later references, but notes that the Ragman's name is [[Kiew Ragland]], and that he graduated from Ubrekt University within the last few decades.
 
**The library has his stranger, darker material. Thoven is able to immediately recognize his spellbook, and stores it to be perused later (it is, most likely, trapped). Anise wants to immediately burn all the books on necromancy, but Kib demurs, not wishing to fill the enclosed space with smoke just yet.
 
**The library has his stranger, darker material. Thoven is able to immediately recognize his spellbook, and stores it to be perused later (it is, most likely, trapped). Anise wants to immediately burn all the books on necromancy, but Kib demurs, not wishing to fill the enclosed space with smoke just yet.
 
**The alcove contains a large, iron plate, inscribed with a circle of incomprehensible runes.
 
**The alcove contains a large, iron plate, inscribed with a circle of incomprehensible runes.

Revision as of 20:07, 25 September 2017

The Final Basement Levels

  • The group continues down the stairs, Anise and (invisible) Thoven leading the charge.
  • Anise hears the still-invisible Ragman retreating to the level below.
  • Kib is in hot pursuit, and bumps into him. A slugfest ensues.
    • Kib trips, Gilerl closes in, Anise jumps in for the flank
    • Mags runs down and can see the Ragman. He notices this and casts a spell, grinning at her.
    • The damage-dealers whiff all their blows. Mags tries a hex (but Ragman's Will save is phenomenal) and then moves out of sight.
    • Ragman's invisibility dissolves as a fireball explodes around him, suffused with sickening energy. Kib fails both saves, Anise and Gilerl get by relatively unscathed.
    • Thoven spews fire and discovers the Ragman's simultaneous spell resistance and energy resistance.
    • Kib keeps up the trips, but Gil and Anise aren't quite able to land the damage. Ragman lets loose another fireball, which brings Kib down.
    • Mags revives him with a wand of cure moderate wounds. Thoven changes to acid, but hits spell resistance.
    • Kib stands and tries for another attack, and is taken down again with a magic missile from a Ragman who is quite tired of spending so much time on the ground. Anise and Gil still aren't quite able to do the needful (such terrible rolls, they were!)
    • Mags revives Kib yet again. Rather than pressing the attack, he moves out of the way of what he figures is coming.
    • Sure enough, Ragman points the wand in his hands to catch Gil and Mags in a line, shooting a lightning bolt through them.
    • Anise and Gilerl punish him, finally landing some damaging blows. Mags steps in and, in an astounding and creepy anime move, beats the necromancer to a pulp with her hair. His last words are, "You haven't beat me! I'll be back!"
    • A lull settles over the scene. The Ragman is still barely alive, but after a brief pause for consideration, Kib gives a nod and Mags bends his neck at an awkward angle, finishing the job.

Searching for Escape

  • Immediate threats dealt with, the party takes stock. Gilerl and Kib are badly wounded, and Mags isn't in great shape either, so heals from wands and potions are passed around to put them into moderately good shape.
    • Knowing that the Ragman probably will make good on his threat, and that the place seems to regenerate itself in accordance with some strange pocket dimension rules, they continue without rest.
    • The man's body is searched, and of note are:
      • His rags, which Thoven immediately recognizes to be tremendously powerful and valuable, and stores to examine later (unbeknownst to him and the party, he has failed a Will save that compelled him to do so). Neither he nor Mags are able to completely determine their powers.
      • A ring
      • A wand
  • They find several rooms. In order of least interesting to most, they are:
    • A supply room full of mundane materials and tools.
    • A bare room, decorated with only a table-sized, silver dish, clearly for scrying (Kib splits the dish in half).
    • Another crafting room
    • The Ragman's bedroom
  • None but the bedroom have much of note beyond their initial description, but the bedroom is more interesting.
    • It contains a bookshelf, full of lots of interesting-but-not-particularly-weird-or-special books. Anise takes some on the subject Horticulture, and Thoven spies a few tomes on the Shadow Plane.
    • Gil settles in for a nap in the Ragman's well-appointed bed.
    • Anise discovers a secret door, and opens it. A ward explodes, to little surprise, but doesn't end up shaking anyone about too much.
    • On the other side is a study. It has a desk, another bookshelf, an alcove and an exit downward.
    • Over the desk hang several diplomas, kept in pristine display condition. The group takes one for later references, but notes that the Ragman's name is Kiew Ragland, and that he graduated from Ubrekt University within the last few decades.
    • The library has his stranger, darker material. Thoven is able to immediately recognize his spellbook, and stores it to be perused later (it is, most likely, trapped). Anise wants to immediately burn all the books on necromancy, but Kib demurs, not wishing to fill the enclosed space with smoke just yet.
    • The alcove contains a large, iron plate, inscribed with a circle of incomprehensible runes.
    • The other exit is a set of stairs downward, blocked by a permanent wall of force. Some digging reveals that the wall of force extends for the entirety of the small landing, but not into the room. Anise makes a hole in the floor, and the group makes its way down.
    • Some perusal of that space leads the party to the conclusion that Ragland is ultimately not powerful enough to have done what he has done, and that the robes he wore were the key to reaching above his means.
    • Dealing with the robes, Thoven notices that his compulsion toward them is not entirely natural.
    • After some planning, the party decides they must ignore the potential danger, and after some prep, Thoven dons them. He immediately finds himself fighting a powerful intelligence, but he is able to beat it back and harness the power of the robes to open the door to Gnob's Folly's escape. Ragland, without his spellbook or the robes' power, will revive to find himself trapped in a hell of his own making, surrounded by regenerating zombies he no longer controls and unable to ever actually die.
  • The party finds themselves back on the Material Plane, in a field. They quickly notice that its footprint is the same rough shape/size as Ragland's doll town, but no buildings are present, and all the roads show signs of years of deterioration. The pocket dimension's connection has dissolved.

Awards

  • +5 bloodthirsty mithral breastplate to Gilerl (needs a name!!)
  • Ragland's Robes
  • Ragland's spellbook
  • ring of protection +2
  • wand of lightning bolt (cl 10) 13 charges
  • 2600 XP to all for defeating the Rag Man
  • 4500 XP to all for escaping the Rag Man's demesne and meting out strange justice
  • Shadow Plane Library: With these books in one's possession, get a +1 to any Knowledge (Planes) check involving a question about the Shadow Plane. Additionally, the bearer may spend an hour to take twenty on a single Knowledge (Planes) question on the same subject.