Forum Settings
       
  • Forums
  • User Forums
  • /K/
  • PnP RP: The final encounter with the necromancer
Reply To Thread

PnP RP: The final encounter with the necromancerFollow

#1 Jan 25 2013 at 2:36 AM Rating: Excellent
Citizen's Arrest!
******
29,527 posts
This is what I have worked up for the final fight between the players and their dark counterpart. I'm including the description as well as the phases of the fight. I'll update the log next week to let you know how it goes.

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!”

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!”



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.
#2 Jan 25 2013 at 8:37 AM Rating: Excellent
*****
13,251 posts
Can the allies be killed in the fight, and then reanimated by the necromancer?
#3 Jan 25 2013 at 10:13 AM Rating: Excellent
Citizen's Arrest!
******
29,527 posts
Spoonless wrote:
Can the allies be killed in the fight, and then reanimated by the necromancer?
If he manages to take one down, I might consider it, and then use the quest to resurrect them properly as next week's adventure.
#4 Jan 26 2013 at 3:46 PM Rating: Excellent
*****
13,251 posts
It would be a way to make a 10-on-1 fight a bit more interesting.
#5 Jan 26 2013 at 5:59 PM Rating: Excellent
Citizen's Arrest!
******
29,527 posts
It worked out pretty well, actually. I'll post a bit of a rundown Sunday night when I get to work.
#6 Jan 28 2013 at 3:36 AM Rating: Excellent
Citizen's Arrest!
******
29,527 posts
The fight lasted maybe eight rounds, which is a long fight for us.

Phase one took a few rounds. The fact that the party only has one adamantine weapon between them combined with the golem's immunity to most magic meant that they didn't have many options for really hurting it. The golem had less trouble hurting them and Obrek the paladin took a fairly large amount of damage. The lightning was little more than a nuisance. The most important thing to note is that these rounds saw the summoning of five Tyrannosaurs.

Phase two finally activated thanks to them freeing Kieyanna, who had enough adamantine arrows to lay down some hurt. The first round, nothing but Dire bears got summoned. With that many tyrannos on the field, I'm sure you can guess just how effective they were against the party.

The witchfires were more effective and they almost managed to take out the halfling bard in a single volley. If they had succeeded, I would have had him reanimated and played that out, but they managed to heal him and get him some cover before another volley could be fired.

The Lesser Grim Reaper that was summoned managed to take the Witch Doctor and Alchemist out of the fight for 4 rounds with a fear cone leaving them panicked for that period of time. In hindsight, it should have been even longer, but I didn't want to look it up and just rolled a d4. As it was, this was the biggest argument of the fight. It went something like this.

"He's a big powerful orc. He's not afraid of death!"
"Well, apparently he is today. If he wanted to not be afraid, he shouldn't have flubbed the will save."
"But, that's ***************
"Them's the rules. If you'd rather, I could fiat it over to a death cone and keep the failed save."
"It's still ***************

And so on.

Phase three lasted a couple rounds. Kieyanna's arrows did good damage, the alchemist got out of the fear and lobbed Force Bombs, which knocked the golem prone(!) thanks to a poor save and Obrek was fully buffed and wailed on the shell.

Phase four saw the arrival of more witchfires, but lasted only one round after that as a smiting paladin against a prone necromancer meant that even the eidolon couldn't get him into the sky in time to avoid an utter beatdown.
Reply To Thread

Colors Smileys Quote OriginalQuote Checked Help

 

Recent Visitors: 12 All times are in CST
Anonymous Guests (12)
  • Forums
  • User Forums
  • /K/
  • PnP RP: The final encounter with the necromancer