Ok, here's the situation: My players are running through the final instalment of the Istivilin encounters in Dungeon magazine. They're almost through with the Underdark portion of the adventure. All they have left to do is fight Derakshan, 6 umber hulks, a chasme demon, and a 11th level Evoker.
The party consists of
Ftr9/Sor1/Wereboar3
Pal4/Ftr3/Kensai6- has an adamantine axe
Spirit Shaman11- focused on summoning and augmenting his beasties
Mnk4/Wiz3/Arcane Fist 6 (basicly sacred fist with arcane requirements the player wanted something like this before complete arcane came out so we worked it out together.)
The PCs are all 13th level except for the follower she's 11th. Right now they are headed to the 3rd level of caves to where the Derakshan's chamber and the umber hulk lair is. The party is very melee heavy and one party member has an adamantine axe. Derakshan has stoneskin but that will be easy to get through with the adamantine.
I guess my question is this, how mean and evil should Derakshan be? Could he get the Evoker to try and disintegrate the axe if he knows its adamantine? What other tactics could he employ to even things up a little bit? The tactics section says if he knows they're coming he prepares accordingly and fights in his room before retreating to his temple. Should I just move him along to the temple? He knows the party is coming. He's already sent someone to parley with them and they refused.
All he has left to help him fight are his altar, 1 chasme demon, 5 umber hulks and the Evoker who's used about 1/3 of his spells fighting the party so far. Should he send the Chasme demon or the Umber Hulks on to wear them down a little more or get them to join him in the final fight?
I want things to be challenging but not overwhelming for the party. The problem is I've never had to dm a party at this level and have never really played at this level before so all their powers and abilities are taking some getting used to.
Thanks for any help
Dolza
The party consists of
Ftr9/Sor1/Wereboar3
Pal4/Ftr3/Kensai6- has an adamantine axe
Spirit Shaman11- focused on summoning and augmenting his beasties
Mnk4/Wiz3/Arcane Fist 6 (basicly sacred fist with arcane requirements the player wanted something like this before complete arcane came out so we worked it out together.)
The PCs are all 13th level except for the follower she's 11th. Right now they are headed to the 3rd level of caves to where the Derakshan's chamber and the umber hulk lair is. The party is very melee heavy and one party member has an adamantine axe. Derakshan has stoneskin but that will be easy to get through with the adamantine.
I guess my question is this, how mean and evil should Derakshan be? Could he get the Evoker to try and disintegrate the axe if he knows its adamantine? What other tactics could he employ to even things up a little bit? The tactics section says if he knows they're coming he prepares accordingly and fights in his room before retreating to his temple. Should I just move him along to the temple? He knows the party is coming. He's already sent someone to parley with them and they refused.
All he has left to help him fight are his altar, 1 chasme demon, 5 umber hulks and the Evoker who's used about 1/3 of his spells fighting the party so far. Should he send the Chasme demon or the Umber Hulks on to wear them down a little more or get them to join him in the final fight?
I want things to be challenging but not overwhelming for the party. The problem is I've never had to dm a party at this level and have never really played at this level before so all their powers and abilities are taking some getting used to.
Thanks for any help
Dolza