I'm still revising the first two stages, but since our game has moved up to this Friday, I figured I'd get stage 3 up here for some feedback sooner than later! I think stage 3, in particular, needs more work, so I've
called out problem areas in advance. Thanks for your feedback
[SBLOCK=Infyrana, Stage 3]
Infyrana, Red Dragon Mage (stage 3)
Level 14 Solo Controller
Huge natural magical beast (fire) XP 5,000
HP 400; Bloodied 200
AC 28; Fortitude 26; Reflex 26; Will 28
Speed 8, fly 10
Resist 20 fire
Saving Throws +5; Action Points 1
Initiative +15
Perception +16, Darkvision
Traits
Draconic Alacrity: Infyrana gets a second turn at her initiative count -15.
Draconic Recovery: At the end of each of her turns, Infyrana removes a dazed, dominated, stunned, immobilized, or restrained condition.
Roiling Flames • Aura 1
Any creature beginning its turn in the aura takes 10 fire damage. Creatures with fire resistance take no damage but lose their resistance while in the aura.
Infyrana's Protection from Good: Lawful Good and Good creatures attacking Infyrana in melee take 15 fire damage. No creature can take this damage more than once per turn.
I'd like to provide LG/G PCs with an interesting boon/kickback to make this not overtly punitive...?
Standard Actions
Claw • At-Will
Attack: Reach 2; +19 vs. AC
Hit: 2d8 + 12 damage and pushed 1 square.
Breath Weapon (fire) • Recharge when bloodied
Attack: Area burst 1 within 20 / Close blast 5; +18 vs. Reflex
Hit: 3d12 + 12 fire damage. Critical remove fire resistance.
I upped the damage to avg. 31 as suggested
Miss: Half damage.
A Visions of Avarice (arcane, illusion, zone) • Daily
Attack: Area burst 5 within 10 (enemies); +18 vs. Will
Hit: Pull target 4 squares toward origin square of zone, and if target ends in or adjacent to that square they're immobilized (save ends).
Sustain Minor: The zone persists and Infyrana makes secondary attack in close burst 5 centered on zone square.
Activate a Magic Item • At-Will
Effect: Infyrana grabs an item from her hoard, possibly with mage hand, and uses it (see sidebar).
I'd like to include a daily/Worldbreaker power that targets vs. Will & fits the arcane deception/shapeshifting/soul gem theme of Faces of the Dragon. At first I was thinking Mass Charm but didn't like how it auto-hit (that works vs. monsters but not vs. PCs IMO). I'm not sure...?
Move Actions
Now, My Children! • At-Will (faces of the dragon)
Requirements: Can only be used during Faces of the Dragon.
Effect: Infyrana awakens 3 red dragon wyrmlings which fly from the chasm. Only 3 wyrmlings may be in play at a time.
Minor Actions
Arcane Devouring Gaze (gaze) • At-Will
Attack: Ranged 10 (a magic item's owner); +18 vs. Fortitude
Hit: The magic item falls inert until the start of the owner's next turn, expending any powers it contains. Infyrana recharges an encounter power.
I'm not wholly convinced this makes sense from either a narrative perspective (are anti-magic laser beams coming out of her eyes?) or a mechanical one (the PCs will probably have used most of their magic item powers by stage 3 right?)...
Triggered Actions
Tail Strike• At-Will
Kept it as an opportunity, and just renamed it
Trigger: When an enemy moves adjacent.
Attack (Opportunity): +19 vs. Fortitude
Hit: 2d8 + 8 damage, pushed 2 squares and knocked prone.
Faces of the Dragon (worldbreaker) • Encounter
Trigger: When reduced to 200 HP and again at 0 HP.
Effect (Free): Infyrana weaves a spell of High Magic, trapping several innocent NPCs in gemstones as well as herself as one of her alter-egos (see sidebar). End all conditions on Infyrana. While in the gem she can only perform actions keyed to "Faces of the Dragon". Until the gem in which Infyrana hides is broken, an *Arcane Devouring* hazard targets everyone in the lair.
Skills Arcana +17, Bluff +16, History +17, Insight +16, Intimidate +16
Str 20 (+12) Dex 20 (+12) Wis 18 (+11)
Con 20 (+12) Int 20 (+12) Cha 18 (+11)
Alignment evil Languages Common, Draconic
[/SBLOCK]
[SBLOCK=Other Encounter Notes]
In this stage, Infyrana realizes she cannot beat the adventurers in a purely physical contest, and erects a special Protection from Good spell while focusing on deceiving the PCs and using them against each other. She also begins utilizing the magic items in her hoard to keep herself alive. As a last resort - her "Worldbreaker" in this stage - she weaves a spell of High Magic which initiates a role-playing puzzle the PCs must solve while calling down a terrible magic-devouring hazard. Once Infyrana is truly defeated, "environmental diffusion" begins, creating a final hazard for the PCs to overcome before claiming victory.
The Puzzle: I need to develop this...
Magic Items: There are six magic items that Infyrana will call on during this fight, a Queen's Staff (which allows her to recast lightning bolt from stage 1), a Wand of Mesmeric Hold (casting that wizard spell), the Cinder of Gazra (which enlarges her aura to 3, and 15 fire damage), Braziers of Arcane Flame (consuming these to recharge and use her breath weapon), and two spell scrolls with utility spells of some kind.
Arcane Devouring Hazard: I need a really nasty hazard that the PCs want to stop here. I'm thinking a moveable/multiplying zone like a pillar of blue fire which devours magic from magic items and arcane casters. Not sure how this will work exactly yet, but I'm drawing inspiration from the 2e Planescape Incantifier, which had magic resistance %, and if successful absorbed the spell, healing 1 hp/spell level and enabling them to cast spells without removing them from memory, like a rod of absorption.
Environmental Diffusion: If Infyrana dies in her lair, fissures open in the rock and vents emit a sulfrous acrid smoke. Each round a
burning vapor hazard pours into the lair and creatures must make a DC 20 Endurance check or lose a healing surge. After a minute, all creatures in the lair take 100 fire damage and Infyrana’s corpse is vaporized. An arcane caster can absorb the dragon’s elemental energy, ending the environmental diffusion and perhaps gaining a boon (e.g. 14th level
blessing of blazing fangs). The PC makes a DC 30 Arcana check; if they fail a fiery burst is unleashed which deals d6 fire damage (in a close burst 2 centered on them) per point the check was failed by.
[/SBLOCK]