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Red Hand of Doom - Final Fight 1/7

By Endarire (theelward@yahoo.com)
Inner Sanctum
Entering
Five brilliant geysers of crackling energy light this large room, spewing from the mouths of the
five dragon head statues along the outer edge of the room. This light gathers slightly beneath the
glass-domed ceiling above. This light condenses in an upside-down lake that drips long strands of
energy to the ground, disappearing with puffs of smoke. Strange, ghostly shapes seem to writhe and
dance and squirm in the pool above, twisted nightmarish fiends and grinning dragons with great
glowing eyes.
This room is roughly oval and its walls, floor, and ceiling are covered in ornamental scales. The
walls arch upward gently to the pool of energy and glass domed ceiling 50 feet high, roughly shaping
this room into the inside of a dragon egg.
A 5 foot wide balcony that stands 30 feet off the ground encircles most of the room’s perimeter.
Along the walls statues gaze lifelessly at you, yet the energy from their mouths reminds you of great
potential danger. A gem atop the head of each dragon glows and swirls and pulsates one color of
chromatic dragon; green in the northwest, black in the southwest, red in the mid-south, blue in the
southeast, and white in the northeast. (These gems have 5 hardness and 5 HP. If all 5 gems are
destroyed, the unhallow spell ends.)
A low platform near the center serves at this room’s focal point. It stands a mere 5 feet above
the ground, but 5 large stone dragon heads snarl and roar as you enter the room. Each dragon head’s
eyes glow the color of the closest dragon statue’s energy, green in the northwest, black in the
southwest, red in the mid-south, blue in the southeast, and white in the northeast. (These heads are
mostly for decoration. They serve as an alarm spell for when a non-worshipper of Tiamat enters the
room.)
On this platform is a 6 foot tall bipedal blue dragon dressed for war. His leathery blue wings at
their full height stretch about another 4 feet into the air. Finely-crafted dragon teeth and red dragon
hide cover him from neck to foot. He holds a large red dragon skull in his left hand and an ornately
carved golden morningstar in his left. A black leather cloak flows from his back.
Blue scales cover his body fully. Blue sparks of lightning shoot from his eyes, crackling as they
fall to the ground. Blue energy pulsates from his morningstar. David would be jealous. (Those with
blindsense notice an additional creature with the same vital signs as the one on the center platform,
but he’s instead on the balcony. See my Inner Sanctum map.)
A maniacal loud voice begins to speak from the center of the room, “Welcome to the forefront of
oblivion! You’re too late: Your efforts are in vain!”
Five blue bipedal dragons glide down from the balcony 30 feet above, charging.
Roll initiative! Those without readied actions are surprised. (The blue abishai have standard
stats. Begin Azarr Kul fight music.) Azarr Kul goes on 10. The blue abishai go on 8.

The Next Round


(The next round, assuming Azzar Kul is alive) The taunting voice continues, “Faerun shall bear
witness to the arrival of Tiamat, Highest of Dragons!”

Azzar Kul Dies


(Assuming he can speak) The taunting voice speaks once more, “Tiamat has sealed your fate!”
(Play between fights music.)

Round 1
The blue draconic creatures you fought explode into bloody giblets. Suddenly, the streams of
energy from the dragons’ mouths stop. Blue lightning crackles through the room and the air becomes
heavy with green smoke, like a storm is about to erupt. You have one round to act.

Round 2
Everyone roll Fortitude. (Fort 20 vs 5 rounds of deafness.) Failers are deafened for 5 rounds.
You get -4 initiative, automatically fail Listen checks, and have 20% spell failure.
Everyone roll Fortitude again. (Fort 20 vs being knocked prone.) Failers fall prone and start
falling to the ground if they were flying, taking d6 falling damage per 10 feet fallen.
Red Hand of Doom - Final Fight 2/7
By Endarire (theelward@yahoo.com)
A hideous, unholy roar bellows through the room, shattering the central dragon heads and
turning the dragon statues along the walls to rubble. Among the chaos, if you weren’t deafened, you
can hear yourself breathing and perhaps whimpering. A thin veil of green smoke now covers the
room’s entirety, but you can see the once-swirling energy pool near the ceiling’s center stop. You have
one round to act.
(If Betony is conscious, she yells, “Dimensional lock. Get to high ground!” If Ebony is
conscious, she enters Punishing Stance.)

Round 3
Everyone who isn’t on or above the balcony, roll Reflex. (Reflex 20 vs 3d6 acid, cold, electricity,
and fire.) Failers take 3d6 acid, 3d6 cold, 3d6 electricity, and 3d6 fire damage. Savers take half.
Remember to add energy resistance before taking damage!
The ceiling’s pool of energy falls to the ground, hitting all who weren’t on the balcony. Soon
after the energy hits the ground, the goo materializes into a gargantuan 5-headed skeletal dragon,
hunched forward on the center platform. It emits another blasphemous scream. It rears up its heads,
crashing through the ceiling and sending glass shards flying into the wilderness. Roll initiative.
Readied actions fire! (Play Dracolich fight music.)
Initiative-wise, it goes on 12.
Red Hand of Doom - Final Fight 3/7
By Endarire (theelward@yahoo.com)
AZARR KUL, HIGH WYRMLORD [CR13]
LE Medium Dragon - Half-Blue Dragon Hobgoblin Cleric10/Contemplative1
Hit Dice: 10d8+1d6+33 (119 max, 82 average) – Use heal scroll at 40 HP or less!
Initiative: +5 (1 DEX + 4 Improved Initiative)
Speed: 50’ (10 squares), fly 50’ (perfect)
Armor Class: 37 (1 DEX +10 armor +4 shield +2 magic vestment +4 natural +4 barkskin +2 deflection),
touch 14, flat-footed 36
Base Attack/Grapple: +7/+12 (+1 haste)
Attack: +1 Impact Freezing Burst Morningstar +14 melee (d8+7+d6 cold, 19x2 crit, +d10 cold on crit)
Full Attack: +1 Impact Freezing Burst Morningstar +14/+14/+9 melee (d8+7+d6 cold, 19x2 crit, +d10 cold on crit)
Space/Reach: 5 ft./5 ft.
Special Attacks:  Breath 1/day: 60’ line of electricity (6d8, Ref 13)
 Smite 1/day: +19 melee (d8+18+d6 cold, 19x2 crit, +d10 cold on crit)
Special Qualities: Darkvision 60’, low-light vision
Saves: Fort +13, Ref +10, Will +17
Resistances: Acid 5, cold 20, fire 5, SR22
Immunities: Electricity, movement-impairing effects (freedom of movement) paralysis, sleep
Abilities: Str 20, Dex 12, Con 16, Int 12, Wis 20, Cha 24
*Active Buffs* Barkskin (CL9), freedom of movement (CL11), greater magic weapon (CL11 – morningstar), greater wings
of air (CL7), mislead (CL11)
Skills: Concentration +17, Listen +5, Knowledge (religion) +15, Spellcraft +15, Spot +5
Feats: Divine Metamagic: Persistent, Extend Spell, Lightning Reflexes, Persistent Spell
AZARR KUL IS INITIALLY INVISIBLE! READ THIS WHEN HE’S VISIBLE!
Before you is a 6 foot tall bipedal blue dragon dressed for war. His leathery blue wings at their full height stretch about
another 4 feet into the air. Finely-crafted dragon teeth and red dragon hide cover him from neck to foot. He holds a large red
dragon skull in his left hand and an ornately carved golden morningstar in his left. A black leather cloak flows from his back.
Blue scales cover his body fully. Blue sparks of lightning shoot from his eyes, crackling as they fall to the ground. Blue
energy pulsates from his morningstar. David would be jealous.
Azarr Kul stands 6’ tall and weighs about 300 pounds with his gear.

COMBAT
Breath Weapon (Su) 1/day: 60’ line of electricity (6d8, Ref 13). This save is CON-based.
Smite (Su) 1/day: As a standard action, make a single melee attack. +19 melee (d8+18+d6 cold, 19x2 crit, +d10 cold on crit)

SPELLS
Pre-Cast Spell, [Domains: Destruction, Drow, Trickery]

Cleric6 [1+1] (DC 21): harm (110 damage, Will for half), heal scroll (CL11, 110HP healed) x1, [mislead], word of recall scroll
Cleric5 [3+1] (DC 20): flame strike x2, [mass inflict light wounds], surge of fortune (IMMEDIATE: declare one roll in next
minute to be a natural 20)
Cleric4 [4+1] (DC 19): [confusion (15’ radius)], delay death, greater magic weapon, freedom of movement, mass shield of faith
(+3 deflect AC, 75’ range)
Cleric3 [5+1] (DC 18): [inflict serious wounds (3d8+11)], magic vestment, mass resist energy, searing light x3 (210’ range, +8
ranged touch, 5d8 fire)
Cleric2 [5+1] (DC 17): hold person x2, [invisibility], silence x2, spiritual weapon
Cleric1 [7+1] (DC 16): command x3, cure light wounds x3, [inflict light wounds (d8+5)], sanctuary
Cleric0 [6] (DC 15): cure minor x5, detect magic

TACTICS
Healing: Use heal scroll on self (+110 HP, max 119) at 40 or less HP.

Surprise Round Azarr Kul begins his speech. He is invisible in his usual spot. He casts surge of fortune on himself. (Included)
R1: Azarr Kul finishes his speech. He flies next to a vulnerable-looking member and spends his surge of fortune to harm
them. This threatens a crit.
R2: Confuse the most dangerous looking foe(s) OR flame strike greatly hurt foes.
Red Hand of Doom - Final Fight 4/7
By Endarire (theelward@yahoo.com)
The major image part of mislead disappears.
R3: Flame strike tightly-packed foes OR charge in, morningstar swinging, preferably smiting.

Items Worn or Wielded Items Carried


+1 Impact Freezing Burst Morningstar Scroll of heal (CL11)
+2 Black Dragoncraft Full Plate Scroll of restoration (CL7)
+2 Red Dragoncraft Heavy Shield Scroll of word of recall (CL11)
Periapt of WIS IV Tiamat headdress worth 2,000 gold
Cloak of Resistance III
Heward’s Handy Haversack

SPEECH
A maniacal loud voice begins to speak from the center of the room, “Welcome to the forefront of oblivion! You’re too
late: Your efforts are in vain!”

(The next round, assuming Azarr Kul is alive) The taunting voice continues, “Faerun shall bear witness to the arrival of
Tiamat, Highest of Dragons!”
(When Azarr Kul dies, assuming he can speak) The taunting voice speaks once more, “Tiamat has sealed your fate!”

BETONY TACTICS
Just Before Entering the Hole: Haste the party.
Surprise Round Glitterdust Azarr Kul. Stay hovering at the hole’s top.
R1: Ray of clumsiness Azarr Kul if he’s in range. If the party seems like they need it, mass fire shield (warm)
Red Hand of Doom - Final Fight 5/7
By Endarire (theelward@yahoo.com)
BLUE ABISHAI
Red Hand of Doom - Final Fight 6/7
By Endarire (theelward@yahoo.com)
”DRACOLICH” – THE FIVEFOLD MONSTER [CR??]
LE Gargantuan Undead (Augmented Dragon)
Hit Dice: 28d12+140 (476 max, 312 average)
Initiative: +10 (+8 Feats +2 Nimble Bones)
Speed: 50’ (10 squares), fly 100’ (clumsy, Hover) (20 squares)
Armor Class: 28 (–4 size +14 natural), touch 6, flat-footed 28
Base Attack/Grapple: +14/+35
Attack: Bite +23 melee (6d8+9)
Full Attack:  5 bites +23 melee (6d8+9) – 20’ reach!
 2 claws +23 melee (4d8+4) – 15’ reach
 2 wings +23 melee (2d6+4) – Can’t use while hovering!, 15’ reach
 Tail slap +23 melee (2d8+13) – 15’ reach
Space/Reach: 20 ft./15 ft. (20 ft. with bite)
Special Attacks: 60’ cone of energy (10d6, Reflex 24 half), clinging breath, frightful presence, quickened breath
Special Qualities: Blindsense 60’, destructive retribution 15d6 (Reflex 19 half), DR 5/-, darkvision 120’, low-light vision,
undead traits.
Saves: Fort +9, Ref +9, Will +21
Resistances: Acid 5, electricity 5, fire 5, SR26
Immunities: Cold, mind-affecting abilities, paralysis, sleep
Abilities: Str 29, Dex 10, Con -, Int 20, Wis 21, Cha 20
Skills: Listen +35, Knowledge (any), +35, Search +35, Spellcraft +35, Spot +35
Feats: (10) Clinging Breath, Hover, Improved Initiative, Improved Multiattack, Improved Natural Attack: Bite &
Claw, Multiattack, Quicken Breath, Recover Breath, Superior Initiative
Before you is a frickin’ huge five-headed dragon-skeleton about one third the size of a football stadium. Its mere presence makes
you quake with fright as you feel it could easily dissect you in one powerful bite.
The fivefold monster stands 60’ tall and weighs about 20,000 pounds. It is a unique creature.

COMBAT
Breath Weapon (Su): As a standard action, the fivefold monster can breathe a 60’ cone of either acid, cold, electricity, or fire
(sometimes at random) once per d4 rounds. The breath weapon does 10d6 acid, cold, electricity, or fire damage respectively with a
DC 24 Reflex save.for half.
Alternatively, as a free action, it can use its breath weapon, but it requires d4+4 rounds to recharge.
Additionally, the breath weapon’s energy damage clings to its targets. Anyone who took damage from the initial breath
takes half that on its next turn.
The fivefold monster never takes damage from its own breath weapons.
For example, the fivefold monster does 30 acid damage to its targets (15 to those who saved).
On the fivefold monster’s next turn, all creatures who took 30 damage last round take 15 damage this
round, and all targets who took 15 damage last round take 7 damage this round.

Destructive Retribution (Su): When the fivefold monster’s body is destroyed, all creatures occupying its space or a square within
a 10' burst of the body must make a DC19 Reflex save (pass for half) or take 15d6 negative energy damage. The save is ½ the
dracolich’s HD+its CHA mod and deals d6 negative energy damage+d6 per 2HD.

Flight (Su): The fivefold monster’s flight is supernatural, not extraordinary.

Frightful Presence (Ex): All creatures with fewer than 20 HD that are within 180’ of the fivefold monster must make a DC 24
Will save, and those that pass are immune to it for the next 24 hours. Affected creatures with 4HD at most are panicked for 12
rounds (4d6 rounds) while those with at least 5 HD are shaken for 11 rounds (4d6 rounds). Dragons, dracoliches, and worshippers
of Tiamat ignore the frightful presence of the fivefold monster.

Hover (Ex): When flying, the fivefold monster can halt its forward motion and hover in place as a move action. It can then fly in
any direction, including straight down or straight up, at half speed, regardless of its maneuverability.
If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature
cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can
instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.
Red Hand of Doom - Final Fight 7/7
By Endarire (theelward@yahoo.com)
If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from
its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires,
exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet.
Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss
chance, and opponents cannot use sight to locate the creature).
Those caught in the cloud must pass a Concentration check (DC 24 = 10 + ½ creature’s HD) to cast a spell.

TACTICS
Surprise: (It already did its cutscene stuff.)
R1: Full attack anyone in reach. Quicken acid breath (10d6, R24 half) most threatening targets.
R2: Full attack anyone in reach. Etc.

BETONY’S TACTICS
R1: Haste the melees if they aren’t hasted. Assay resistance and ray of clumsiness otherwise.
Betony shouts, “Someone, wind wall around that thing!”
R2: Assay resistance and ray of clumsiness FFM if I haven’t. Mass fire shield if I haven’t.

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