Quote:
The room before you is massive. Several large platforms line the walls and light flows in from several windows along the dome. At the top of the room, a metallic silver liquid seems to bubble inside a green glass sphere. <Knowledge: Alchemy, Blacksmithing, Engineering DC 25 – That isn’t glass, it’s made of Noqual, crystalline skymetal like that you left at Fort Omala.>
Upon platforms in the far corners of the room, you can see Kieyanna the monk and Illaria. They’ve been completely encased in ice. Standing upon the dais across from you is the figure of Simon. He sees that you’ve spotted the two women and laughs. “It seems that they were no longer on board with my plans, so I had to have them chill out for a bit while I dealt with you. The time has come at last for our final battle! Come then, let us see how you stand against me and my greatest creation!â€
With a snap of his fingers, lightning shoots forth from three adamantine fixtures jutting out of the wall and strikes the sphere. Liquid metal pours out from within and splashes to the floor. The fluid seems to search around quizzically before heading straight towards Simon. “NO! YOU CAN’T TURN ON ME! I’M YOUR MASTER!†His screams cut off as the liquid engulfs the necromancer. The liquid writhes around him then settles into a solid form, that of a huge golem which protectively holds Simon within. “Just kidding!†Simon’s voice says from within. “Come now! Meet your doom!â€
Phase 1: Simon acts using Golem’s abilities. Lightning fixtures(DC 23) activate.
Lightning Fixtures: Once per round, each fixture attacks nearby foe. Roll a d4.
1: Roll a d4 to determine number of d6s on lightning damage.
2: Roll a d6 to determine number of d6s on lightning damage.
3: Roll a d8 to determine number of d6s on lightning damage.
4: Roll a d10 to determine number of d6s on lightning damage.
Phase 2: Golem health less than 50% - Simon retreats into sphere. One fixture zaps the sphere, using Haste upon the golem(10d6 heal). Other two fixtures zap ground, summoning one of Simon’s creations(Roll a d6 to determine each creature, last two summons are both witchfires; a summon of a bear or revenant results in two being summoned).
Phase 3: 3 rounds after Phase 2 begins, Simon returns from sphere and begins attacking again. Lightning fixtures all do 5d6 damage, but also stagger for one round upon a failed save.
Phase 4: Golem destroyed. Simon’s eidolon appears beneath him and he flies around room, summoning randomly each round using his SLA. Lightning fixtures do same as in phase 3.
Phase 5: Simon grounded by eidolon being destroyed or being unhorsed. Simon enters a rage and channels the last of his power into the lightning fixtures. Each round he’s up, they now do 10d6 and daze for one round on a failed save, staggered on a successful one. Each lightning strike also spawns 3 small lightning elementals.
Upon platforms in the far corners of the room, you can see Kieyanna the monk and Illaria. They’ve been completely encased in ice. Standing upon the dais across from you is the figure of Simon. He sees that you’ve spotted the two women and laughs. “It seems that they were no longer on board with my plans, so I had to have them chill out for a bit while I dealt with you. The time has come at last for our final battle! Come then, let us see how you stand against me and my greatest creation!â€
With a snap of his fingers, lightning shoots forth from three adamantine fixtures jutting out of the wall and strikes the sphere. Liquid metal pours out from within and splashes to the floor. The fluid seems to search around quizzically before heading straight towards Simon. “NO! YOU CAN’T TURN ON ME! I’M YOUR MASTER!†His screams cut off as the liquid engulfs the necromancer. The liquid writhes around him then settles into a solid form, that of a huge golem which protectively holds Simon within. “Just kidding!†Simon’s voice says from within. “Come now! Meet your doom!â€
Phase 1: Simon acts using Golem’s abilities. Lightning fixtures(DC 23) activate.
Lightning Fixtures: Once per round, each fixture attacks nearby foe. Roll a d4.
1: Roll a d4 to determine number of d6s on lightning damage.
2: Roll a d6 to determine number of d6s on lightning damage.
3: Roll a d8 to determine number of d6s on lightning damage.
4: Roll a d10 to determine number of d6s on lightning damage.
Phase 2: Golem health less than 50% - Simon retreats into sphere. One fixture zaps the sphere, using Haste upon the golem(10d6 heal). Other two fixtures zap ground, summoning one of Simon’s creations(Roll a d6 to determine each creature, last two summons are both witchfires; a summon of a bear or revenant results in two being summoned).
Phase 3: 3 rounds after Phase 2 begins, Simon returns from sphere and begins attacking again. Lightning fixtures all do 5d6 damage, but also stagger for one round upon a failed save.
Phase 4: Golem destroyed. Simon’s eidolon appears beneath him and he flies around room, summoning randomly each round using his SLA. Lightning fixtures do same as in phase 3.
Phase 5: Simon grounded by eidolon being destroyed or being unhorsed. Simon enters a rage and channels the last of his power into the lightning fixtures. Each round he’s up, they now do 10d6 and daze for one round on a failed save, staggered on a successful one. Each lightning strike also spawns 3 small lightning elementals.
So, what do you think, too much? Too little? It's a fight with potentially 10 people versus one(PCs can take up to two allies with them, for a total of 8, then might try to free Kieyanna and Illaria for 10). If the fight looks to be too easy for them, I'm going to up the number of summons(1d4+2 if the bear or revenant are chose, 1d3+1 for witchfires and greater fire elementals).
Regardless, it's going to be chaotic. Which I hope will be fun.