
hanexs |

Hi, I am wondering how other DM's ran Darl Quethos.
This is a villain I'd like to play him intelligently. We are already half done the adventure, and the players have taken no steps to sheild themselves from Darls spying, so he is going to be ready for them. He will attack right after they complete the last challenge. He will have spell turning and spell immunity set to my players favourite 2 spells. And silence will be cast on the twin monks, so hopefully this will take out the casters for a few rounds. But Im not really sure what offensive spells he should cast. The wishes that the efreeti gives, what should he wish for? Can he banish a pc to the material plane? Any ideas would be great.
PS I dont want this to be a complaint thread. But the tactics for this encounter as written are waaaaay too short. Why do we have a page on the background of Darl, and some efreeti that my players will never see again (as written in the AOW path), while the encounters tactics are just 3 paragraphs? I would rather have 3 paragraphs or less on the background of one shot npc's and a page on their possible tactics. "Darl uses his ranged spells and quickened defensive spells as appropriate." -p. 82 is not really up to the standard I expect from this mag. (But man this is a great adventure.)

I’ve Got Reach |

"Darl uses his ranged spells and quickened defensive spells as appropriate." -p. 82 is not really up to the standard I expect from this mag. (But man this is a great adventure.)
I think that sentance reads exactly as it needs to read. Being that he is a cleric, he could potentially have any spell mix available to him at his disposal. Given his abilities and disposition, and that he is arguably Vecna's greatest mortal champion, he should be tailer-made to kill the PCs in short order. Throw in his powerful allies and you have a recipe for TPK stew.
I intended on pulling no punches. I, the DM, knew their strategies and their weaknesses; as an extension, so did Darl. I tailered his spells to counter their tactics.
Game night came, and here I am looking at 2 players. The other 3 were no-shows! :( The two insisted we play: "We can handle that chump!" Yeah, right. I decided to go Bruce Lee on the party - you know, one bad guy rushes the party at a time, and the next jumps in right before the last gets ko'd.
Needless to say the encounter did not go the way I planned, but it was fun none the less, and Darl is still one of my all-time favorites with Lashonna, Theldrik, and Derkoshan (Istivin Arc bad-guy).

![]() |

Okay, I had a long post but it was lost to a freak gasoline fight accident. Again.
The problem is that high level combat has so many options available that no tactics can take all that into consideration.
Assuming the Darl can get his 1 minute / level buffs up, due to his divinations, etc:
Foresight, Greater Spell Immunity, Mass Death Ward (SpC) (replaces quickened Death Ward), Mass Resist Energy x2 (not fire) (SpC) (replaces Protection from Energy), Stoneskin, True Seeing, Spell Resistance, Protection from Spells, Freedom of Movement
Immediately pre fight (depending on the warning he gets):
Repulsion, Wind Walk (to get to a good vantage point)
Spell Immunity on an ally, Silence on the monks
Round 1: Blasphemy, if the PCs are all together (that's dazed for 1 round, 2d6 str penalty for 2d4 rounds, no save), or destruction on a rogue or wizard
Round 2: Blasphemy, if not used already, on as many PCs as possible. Implosion, starting with the Wizard or Rogue, working toward the Beefy fighters.
Round 3: If not Imploding, do so now. Use quickened healings as necessary.
Use Greater Dispel Magic to clean off some the PCs buffs. Probably better to completely strip one of the PCs rather than slightly strip everyone.
Malhazar:
While mounted, he makes Ride-by Attacks on the Cleric or Wizard. Use his quickened Scorching Ray the first three rounds, too. Consider putting a Wall of Fire around Darl, facing out (breaking line of sight to him), if necessary.
Sinfire twins:
Stunning fist, every round, against the wizard.
Nalhazzarath: Keeps fighters away from Darl.
If it's your belief that Darl needs more muscle, switch in Summon Elemental Monolith or Gate for Implosion.

Hierophantasm |

I wish I could've done Darl justice. Unfortunately, one MDJ, and he and his allies had all their buffs removed. (Note: if you have your PCs at level 17, and the wizard gets the initiative, with MDJ, it's a big difference in the EL. This is primarily because Darl relies on a great deal of buffs for himself.)
That aside, if I could go back, here's how his tactics would've broken down:
[Should have the following buffs active: foresight, greater spell immunity (your choice, and don't be gentle...meta-game a little here), spell turning, protection from spells, heroes feast, freedom of movement, protection from energy (as per PC-favored element); also consider true seeing, bears endurance, owls wisdom, stoneskin (from wand), tongues (why not), and spell resistance]
Also note: Darl and his allies should try to fight the PCs on terrain that favors their mobility. I recommend just after an encounter with one of the trials (but not Krathanos, as that might be too mean), and preferably not near Harrowdroth's lair, as the Disciples of Darkness seem to be at a disadvantage amongst the thickets below, in my experience.
1st Round: repulsion and quickened death ward
2nd Round: quickened silence (swap out for quickened cure mod) on a Sinfire Twin (a good idea) or spell resistance if not active or greater dispel magic and quickened cure if needed
3rd Round: implosion or mass heal and quickened cure if needed
4th Round: continue implosion, unless most allies dead or at 40-50hp, then quickened plane shift
He's actually not that complex, but you have to do some extra math ahead of time to consider what all those buff spells will do to his stat block (some are factored in, however). Though the EL is pretty high, consider giving him another ally. Krekie, if she lives, is an appropriate choice, but many people opt to give Darl a gated ally. For this, pit fiend is probably the most appropriate and popular, but other good choices include the chronotyrn (Fiend Folio), or my choice, a molydeus (Fiendish Codex 1: Hordes of the Abyss).

airwalkrr |

IMC, Darl felt he had the upper hand. He had already completed one of the trials by the time he met with them and he was feeling a little cocky. So I played his tactics conservatively. He spied on the party regularly, and although they realized it (they spotted his scrying sensor at one point), they did not have the resources to do anything about it. I believe they tried nondetection, but Darl kept making the CL check.
Anyway, by the time they encountered him, he had prepared for all contingencies. I made a few changes that I felt would be realistic. I gave the efreeti's nightmare mithril chain barding, not that expensive considering his wealth. I also went through his spell list and found ways to use his spells to enhance him and his allies, plus I added a spell or two from the spell compendium, to further his advantage (I let my players have these spells so it's fair). Here is the final stat block I had for him.
DARL QUETHOS CR 18
Male human cleric 18
NE Large humanoid (human)
Init +13; Senses darkvision 120 ft., see invisible and ethereal 120 ft.; Listen +9, Spot +19
Languages Common, Draconic, Infernal
AC 34, touch 20, flat-footed 29
(-1 size, +5 Dex, +4 armor, +6 shield, +4 deflection, +2 insight, +4 natural)
Miss Chance 20% (ranged attacks only)
hp 207 (221 with heroes’ feast) (18 HD); DR 10 adamantine or 9/good
Immune alignment detection, chain lightning, detect thoughts, discern lies, disintegrate, fireball, firestorm, flamestrike, magic missile, ray of enfeeblement, scorching ray, fear, flanking, negative energy, poison
Resist protection from energy (acid); SR 30 (25 vs. good)
Fort +21 (+25 vs. spells), Ref +15 (+19 vs. spells), Will +25 (+29 vs. spells)
Speed 30 ft. (6 squares)
Melee +4 heavy mace +28/+23/+18/+13 (2d6+11) and
Hand of Vecna +19 touch (1d10 cold plus 1 ability drain) or
Hand of Vecna +24/+19/+14/+9 touch (1d10 cold plus 1 ability drain)
Space 10 ft.; Reach 10 ft.
Base Atk +18; Grp +29
Special Actions rebuke undead 6/day (+5, 2d6+20 HD)
Combat Gear wand of cure serious wounds (35 charges), wand of stoneskin (9 charges), wand of restoration (18 charges), wand of charm monster (22 charges)
Cleric Spells Prepared (CL 18th, +18 ranged touch, +22 to overcome SR):
9th—foresight, implosion (DC 28), quickened plane shift (DC 24), mass heal
8th—quickened death ward, quickened cure critical wounds, greater spell immunity, mass cure critical wounds, protection from spells
7th—quickened cure serious wounds, destruction (DC 26), extended heroes’ feast, repulsion (DC 26), spell turning
6th—quickened cure moderate wounds, find the path, greater dispel magic, harm (DC 25), heal, wind walk
5th—quickened cure light wounds, divine agility, flame strike (2, DC 24), extended divine power, righteous might, spell resistance
4th—cure critical wounds, death ward, discern lies (DC 23), freedom of movement, greater magic weapon, sending, spell immunity, tongues
3rd—clairaudience/clairvoyance, cure serious wounds (2), invisibility purge, magic vestment (2), meld into stone, protection from energy (2)
2nd—bear’s endurance, cure moderate wounds (3), detect thoughts (DC 21), owl’s wisdom, silence (2)
1st—comprehend languages, cure light wounds (3), detect secret doors, entropic shield, protection from good, sanctuary (DC 20), sign
0—detect magic (2), light, purify food and drink, read magic (2)
Deity: Vecna. Domains: Knowledge, Magic
Already cast
Abilities Str 25, Dex 21, Con 23, Int 16, Wis 28, Cha 17
SQ spontaneous casting (inflict spells)
Feats Combat Casting, Greater Spell Penetration, Improved Initiative, Spell Penetration
Skills Concentration +17 (+21 defensively), Diplomacy +13, Knowledge (arcana) +16, Knowledge (history) +13, Knowledge (religion) +24, Search +13, Spellcraft +20, Spot +19
Possessions combat gear plus Hand of Vecna, +1 heavy mace, +1 animated heavy steel shield, +6 periapt of wisdom, robe of eyes, ring of protection +2, ring of mind shielding
In battle, I played him conservatively. The efreeti and the horned devil went in to mix it up while the monks stayed back to guard Darl. The PCs were deathly afraid of getting close to Darl and suffering a blasphemy from the hand of Vecna, so they were content to engage his minions. Darl began the fight by casting repulsion to keep the PCs at bay in case they did engage him in melee. He then pelted them with spells (namely implosion) while the horned devil attempted (almost successfully) to sunder the party warrior's holy axe and the efreeti perfromed ride-by attacks on the party healer who went unconscious more than once from the tactic. With the protection from acid, he was virtually immune to everything the party mage tossed at him (and the monks evaded every area effect) since the mage specialized in acid spells. Eventually, despite a mass heal and a heal from Darl to keep his minions alive, he was forced to retreat. The horned devil and one of the monks were killed in the process, but Darl swore revenge and plane-shifted away with the others when it became clear his forces were in a rout. Since then he has been following them discreetly waiting for the right time to strike. I plan to spring him upon them once more when they are really down. He has raised the horned devil by casting revive outsider and the same for the monk. I will also probably raise their levels by one to make them a bit more of a challenge.
The fight was a challenge to be sure. Had I rushed them and taken them out swiftly, it may have resulted in a TPK. By playing him cautiously and just having them deal with the devil and efreeti, which made a bit of sense given the situation, I only killed one PC, the warrior, who survived three implosions before failing his fourth Fortitude save. The devil and efreeti kept their hands full for about four rounds before they managed to wear them down enough to start making brief strikes at Darl. The warrior was raised with true resurrection though so no harm no foul other than being 25k poorer.

![]() |

This is great info for me as well! My party is set to face Darl next session and I can't wait to have him jump them right off the bat. They just rezzed the roc to complete the 4th trial when we ended our last session. Krekie is still alive, so I was hoping to have her start the fight in a big way. The party is at full strength(spells memmed etc..) so hopefully I can run Darl the correct way and put the fear of Vecna in to them.

![]() |

Ouch. Another oops death. Implosion can only target a given creature once per casting.
Implosion
Evocation
Level: Clr 9, Destruction 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One corporeal creature/round
Duration: Concentration (up to 4 rounds)
Saving Throw: Fortitude negates
Spell Resistance: Yes
You create a destructive resonance in a corporeal creature’s body. For each round you concentrate, you cause one creature to collapse in on itself, killing it. (This effect, being instantaneous, cannot be dispelled.)
You can target a particular creature only once with each casting of the spell.
Implosion has no effect on creatures in gaseous form or on incorporeal creatures.
Is it just me, or is this game too complicated? :)