
Paul Ackerman 70 |

Azarr Kul and Company inside the Fane of Tiamat.
Final battle. I'm looking for feedback here.
The party is something like this.. although a few might be a level higher as they did just level up.
Ftr/Rog Roughly even split about 11th level
With a 9th level Wizard cohort
10th or llth rogue
With 8th level doppleganger cohort (he'll have his first class level if he did make 11th)
9th level Drow cleric
10th? fighter with 1 level rogue in there
10th level psychic warrior - although the player might not be there so this character wouldn't be.
10th or 11th scout
11th? wizard
So they're all around tenth or eleventh level.
The battle ground;
www.wizards.com/dnd/images/rhod_maps/95697.jpg
The baddies;
5 blue abishi
2 erinyes
1 behir
1 bluespawn godslayer
3 redspawn arcaniss
and ofcourse
azarr kul
I've changed AK as follows; (Note if you see mistakes please inform me.)
Male half-blue dragon hobgoblin cleric 13
LE Medium dragon
Init +4; Senses darkvision 60 ft., low-light vision; Listen +7,
Spot +13
Languages Common, Draconic, Goblin, Infernal, Abyssal
AC 31, touch 13, flat-footed 30
hp 217 (13 HD)
Immune electricity, paralysis, sleep
Resist acid 5, fire 5
Fort +16, Ref +11, Will +18
Speed 20 ft. (4 squares)
Melee +2 keen blue dragonfang heavy pick +23/+18 (1d6+16 plus 1 electricity/19–20/×4) and
bite +12 (1d6+10)
Base Atk +9; Grp +19
Atk Options smite 1/day (+4 attack, +13 damage)
Special Actions breath weapon, command undead 6/day (+3,
2d6+14, 11th), spontaneous casting (inflict spells)
Combat Gear potion of fly, scroll of heal, scroll of restoration, scroll of energy drain (2)
Cleric Spells Prepared (CL 13th):
7th—destruction (DC 24), fortunate fate, disintegrateD (DC 24)
6th—antilife shell, stone body, harm, misleadD (DC 23)
5th—flame strike (DC 22), mass inflict light woundsD (DC 22), righteous might, spell resistance,
slay living (DC 22)
4th—air walk, confusionD, death ward, divine power, freedom of movement, summon monster IV
3rd—contagionD, cure serious wounds, dispel magic (2), prayer, searing light (+13 ranged touch) (2)
2nd—bear’s endurance, cure moderate wounds (2), spiritual weapon (2)
hold person (DC 19), invisibilityD, silence (DC 19)
1st—bane (DC 18), command (2) (DC 18), cure light wounds (2),
disguise selfD (DC 18), divine favor, sanctuary (DC 18)
0—cure minor wounds (2), detect magic, guidance, purify food and drink, resistance
D: Domain spell. Domains: Destruction, Trickery
Abilities Str 31, Dex 18, Con 20, Int 17, Wis 24, Cha 18
Feats Weapon Specilization (heavy pick), Greater Weapon Focus (heavy pick)
Divine Vigor*, Weapon Focus (heavy pick) Greater Weapon Spec (heavy pick)
*Expend 1 command undead use to gain +10 speed and 22
hp for 3 minutes (Complete Warrior 108)
Skills Bluff +11, Concentration +15, Craft (sculpting) +15,
Diplomacy +11, Intimidate +8, Knowledge (arcana) +10,
Knowledge (religion) +10, Sense Motive +9, Spot +13, Tumble +10
Possessions combat gear plus +2 black dragoncraft full plate,* +2 heavy red dragoncraft shield,*
+2 keen blue dragon fang heavy pick*, periapt of Wisdom +4, cloak of resistance +3, ring of protection +2,
belt of giant Strength +4, bejeweled Tiamat headdress worth 2,000 gp
Breath Weapon (Su) 60-ft. line, 1/day, 6d8 electricity, Reflex DC 15 half
Also note, the Weapon Spec feats we have house ruled that you do not have to be a fighter to get.
An idea of what AK will do:
Antilife Shell (130 min)
Invisibility (13 min)
Air Walk (130 min)
Fortunate Fate (no duration)
Summon Monster IV - fiendish dire wolf
Freedom of movement (130 min)
Stone Body (13 min)
Spell Resistance (13 min)
Divine Favor (1 min) (attack options: pick +27/+22, bite +16, smite +31 ranged touch +17)
Death Ward (1 min)
Bears Endurance (1 min) HP 243 (+26) / Fort save: +13
Sanctuary (13 rounds)
Prayer (13 rounds) allies get +1 attack all get +1 saves skill checks -1 party
Divine Power (13 rounds) (attack options: pick +32/+27, bite +21, smite +36 ranged touch +22)
HP 256 (+13), Damage: Up by 1)
Righteous Might (13 rounds) (attack options: pick +36/+31, bite +25, smite +40 ranged touch +26)
Damage: Up another 4, HP 282 (+26) Damage total: 1d8+21, 1d8+15, 1d8+34
Searing Light Ranged Touch attack +26 5d8 divine
Searing Light Ranged Touch attack +26 5d8 divine
Scroll of Energy Drain ranged touch +26 2d4 negative levels (24 hours later DC 26)
Scroll of Energy Drain ranged touch +26 2d4 negative levels (24 hours later DC 26)
Flame Strike 10 ft radius Reflex save DC 22
Mass Inflict Light Wounds 1d8+13 Will save DC 22
Confusion Will save DC 21
Hold Person Will save DC 19
SMITE Attack
Attack
Attack
Attack (Prayer Drops)
Attack (Divine Power Drops)
(attack options: pick +31/+26, bite +20, ranged touch +21)
Damage: Up another 4, HP -13 Damage total: 1d8+20, 1d8+14, 1d8+33
Attack (Righteous Might Drops) (attack options: pick +27/+22, bite +16, smite +31 ranged touch +17)
Normal Damage HP -26
Continue Attack/Heal as needed. (ROUND 30)
This is a round by round setup of what he might do. Suggestions?
Ofcourse the other baddies will be focusing on the party.
Questions:
1. Do you think this is way too much for the above party. They have wealth much higher than they should - For example, the party fighter has a +3 keen greatsword along with many bonus items. All of these they have picked off of baddies that had them before.
2. They have not fought the battle of brindol. Which will take place in two game days. What effect do you think the Aspect of Tiamat will have on that battle, if any?
3. In the fane of tiamat there are two minor artifacts dedicated to tiamat. What suggestions might you have for destroying said artifacts and repercussions?
Thanks in advance

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What are you going to do when
Hi hp appear to be WAY higher, how did that happen?
I found planning out Kul's actions made him much more effective the second time I ran this adventure, so that's a good start. I think giving him 7th level spells might be a bit much to handle, especially how the encounter develops as above.
Searing light is pretty much pointless except being a ranged attack, but up to you whether to use it or not.
My best advice is to have the other creatures Aid Another on Azarr Kul - most importantly improve his AC. If you make him untouchable it will greatly increase his effectiveness in this battle. The other enemies are almost meaningless to the party at this point, except maybe the Godslayer.
If you want to be really nasty, give AK the Dragon Breath feat from Races of the Dragon: it allows him to use his breath weapon every 1d4 rounds like a true dragon. Also, Ability Focus to boost the DC would be fun too.
In regards to the Battle of Brindol - Wyrmlord Kharn has a firm command of his troops and would probably follow through on the plan. He might even supplant Kul as High Wyrmlord if he does find out of his demise. I would proceed with the Battle as normal - maybe add in anything that escapes the Fane. Even better, if the
Finally, which artifacts are you referring to? Do you mean the summoning circles?

Paul Ackerman 70 |

What are you going to do when ** spoiler omitted **
Hi hp appear to be WAY higher, how did that happen?
I found planning out Kul's actions made him much more effective the second time I ran this adventure, so that's a good start. I think giving him 7th level spells might be a bit much to handle, especially how the encounter develops as above.
Searing light is pretty much pointless except being a ranged attack, but up to you whether to use it or not.
My best advice is to have the other creatures Aid Another on Azarr Kul - most importantly improve his AC. If you make him untouchable it will greatly increase his effectiveness in this battle. The other enemies are almost meaningless to the party at this point, except maybe the Godslayer.
If you want to be really nasty, give AK the Dragon Breath feat from Races of the Dragon: it allows him to use his breath weapon every 1d4 rounds like a true dragon. Also, Ability Focus to boost the DC would be fun too.
In regards to the Battle of Brindol - Wyrmlord Kharn has a firm command of his troops and would probably follow through on the plan. He might even supplant Kul as High Wyrmlord if he does find out of his demise. I would proceed with the Battle as normal - maybe add in anything that escapes the Fane. Even better, if the ** spoiler omitted ** escapes, which is very likely if the PCs run away, it could take over the army and have a place in the final battle!
Finally, which artifacts are you referring to? Do you mean the summoning circles?
I plan on having the AoT show up as normal with these modifications;
Feats: Improved Crit (bite,) Improved Init, Power Attack, Cleave, Recover Breath
Breath Weapons
Being there is a black and green head.. have two types of acid
line of acid
cone of acid (gas)
recharge time is now 1d4-1 and I think it's silly they can't all breathe at the same time.
So, now they can.
1d4-1 All 80ft (line or cone)
Line of Electricty, Acid
Cone of Acidic Gas, Cold, Fire
60d8 (12d8 each) Reflex DC 24 save for 1/2
AoT Will have max HP
AKs HD was up'd to d12s and maxed out.
So, you think taking searing light out would be a good idea? What would you sub it with?
Having the AoT at the battle at brindol is what i was thinking. But, I'd be unsure of when it would be a threat. If not at all times. Fighting the AoT while fighting the waves would be awesome. I'm also thinking of increasing the need for victory points due to the presence of the aspect.

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Good ideas about the VP.
As for searing light, I just found it wasn't a very good option, especially given the number of players at your table. Having invisibility purge, dispel magic, or bestow curse would probably be better options. Meld into stone could also prove valuable in preparing defenses.
If you want a good ranged touch spell, go with light of venya from Spell Compendium. After 1 round you can fire 2 rays for 3d6 damage each, or heal 1d6+CL with each ray.