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[Iron] IronNPC -- RAY SILVER WINS!
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<blockquote data-quote="Wippit Guud" data-source="post: 708491" data-attributes="member: 720"><p><strong>Karnaff Nar</strong></p><p></p><p>My first-ever iron-anything... hope I do it justice. Stat blocks are posted within the story to show how he progressed.</p><p></p><p>----------------</p><p></p><p>Karnaff Nar was a well-to-do drow male of House Jelthae in the city of Alathair. Although not the ruling house of the city, Jelthae was among the upper eschelon of drow society, and had among its ranks several warriors and priests of note. Karnaff was a bit of an outcast however, having chosen to explore a path of a more arcane nature. And to the dismay of his family, he decided upon the art of necromancy.</p><p></p><p>-----</p><p></p><p>Karnaff Nar, Male Drow Nec 4: CR 5; Size: M Type Humanoid; HD (4d4)+4; 17 hp ; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 15 (flatfooted 13, touch 13), Dagger +1 +3 0'/P (1d4+1 19-20/x2) or Dagger +1 (Thrown) +5 10'/P (1d4+1 19-20/x2) SA: Bat Familiar, Spell-like abilities, SR 15; Vision: Darkvision 120', Normal AL: CE; Sv: Fort +1, Ref +2, Will +4; Str 11, Dex 14, Con 12, Int 17, Wis 13, Cha 16</p><p></p><p>Skills and Feats: Concentration +8, Knowledge(arcana) +10, Scry +10, Spellcraft +10; Scribe Scroll, Spell Penetration, Spell Focus(Necromancy)</p><p></p><p>Possessions: Outfit (Noble), Dagger +1, Ring of Protection +1, Bracers of Armor +2, Potion of Alter Self, Potion of Fly, Potion of Enlarge, Necklace of Fireballs(I)</p><p></p><p>Wizard Spells: 5/4/3 per day (Banned School: Evocation)</p><p>Wizard Spells Known: 0- All except Flare, Light; 1- Cause Fear, Chill Touch, Ray of Enfeeblement, Mage Armor, Endure Elements, Shocking Grasp; 2- Ghoul Touch, Scare, Detect Thoughts, Melf's Acid Arrow</p><p></p><p>-----</p><p></p><p>For several years, Karnaff led something of a douple life, enjoying the wealth and papering of the many parties held at the palace of House Wyrlin (the ruling house of the city), and dabbling in the dark arts of death and decay. An apt pupil, he mastered early on the finer points of spellcasting, and learn the basics in creating and commanding undead. For the most part, he kept his spellcasting way a secret from the rest of the Houses, not out of fear, but out of a desire for privacy. Of course, the best kept secrets are always found out somehow. </p><p></p><p>Karnaff had a rival in House Wyrlin, a young cleric named Sarasa Wyrlin. Being in direct bloodline of the ruling house gave her vast power in the city, and as a cleric of Lloth, that power was multiplied tenfold. The spider queen balked at having a necromancer in one of her cities, and so granted upon her priestess the knowledge that Karnaff was a necromancer. But rather than outright exposing him, she had better plans. SO much the better if she could redicule and embarrass him at the same time, so as to reduce the amount of pull he might have with allies. And so began a battle of <strong>palace intrigue</strong> within House Wyrlin. At every gala party, Sarasa worked to spread rumors about the mage, wither little ones about who he might be having relations with, to outright whoppers suchs as his involvement with a cult of Orcus said to be hidden just outside the city. </p><p></p><p>Karnaff was oblivious to this political maneuvering at the beginning, his attention divided between his life and his art. But during the biggest festival in 1000 years, both decided to take the same path. It was the 3500th anniversary of the founding of the city, and the 3000th anniversary of the rule of House Wyrlin. The whole of the underground cavern that housed the underdark metropolis was celebrating, from the lowliest ruffian the the invited guests from other cities. At the grandest of the them all, within the palace of House Wyrlin, the artifact which granted them ruling power was revealed for the first time in 500 years. The <strong>Onyx Crown</strong>, the headpiece of Darken Wyrlin, famed warrior and once ruler of Alathair, was displayed to the assembled people. None knew what power it held, its secrets gone with his last wearer, but all could feel the mavolent power radiating from his black surface. Karnaff beheld it, and suddenly he knew what his fate was to be. The crown would be his, and then so would Alathair. </p><p></p><p>He was broken from his reverie by the sound of laughter close by. Karnaff turned to its source, and say Sarasa speaking with a group of nobles. Even as they laughed, he saw them direct discreet looks in his direction. Outwardly he simply sneered, but his thoughts turned to the drow priestess. He could now recall her always being around him, talking in whispers to those in her company. He realized he was a target, and that Sarasa might pose a problem. And so, now he had two goals: the <strong>Onyx Crown</strong>, and the death of Sarasa.</p><p></p><p>-----</p><p></p><p>Karnaff Nar, Male Drow Nec 9: CR 10; Size: M Type Humanoid; HD (9d4)+9; 37 hp ; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 18 (flatfooted 16, touch 14), Dagger +1 +6 0'/P (1d4+1 19-20/x2) or Dagger +1 (Thrown) +8 10'/P (1d4+1 19-20/x2) SA: Summon Familiar, Spell-like abilities, SR 20; Vision: Darkvision 120', Normal AL: CE; Sv: Fort +4, Ref +5, Will +7; Str 11, Dex 14, Con 12, Int 20, Wis 13, Cha 16</p><p></p><p>Skills and Feats: Concentration +13, Knowledge(arcana) +17, Scry +17, Spellcraft +17; Scribe Scroll, Spell Penetration, Craft Wonderous Item, Craft Magic Arms and Armor, Silent, Still Spell</p><p></p><p>Possessions: Outfit (Noble), Dagger +1 (ghost touch), Ring of Protection +2, Bracers of Armor +4, Potion of Alter Self, Potion of Fly, Potion of Enlarge, Necklace of Fireballs(I), Cloak of Displacement(minor), Headband of Intellect +2</p><p></p><p>Wizard Spells: 5/6/5/4/3/2 per day (Banned School: Evocation)</p><p>Wizard Spells Known: 0- All except Flare, Light; 1- Cause Fear, Chill Touch, Ray of Enfeeblement, Mage Armor, Endure Elements, Shocking Grasp; 2- Ghoul Touch, Scare, Detect Thoughts, Melf's Acid Arrow 3- Dispel Magic, Hold Person, Halt Undead, Vampiric Touch; 4- Evervation, Fear, Dimension Door, Scrying, Polymorph Self 5- Animate Dead</p><p></p><p>-----</p><p></p><p>Drow lives for centruies, and patience is a skilled possessed by the race as a whole. Years passed in Alathair where very little happened directly as a result from palace plotting. The whispers grew to murmurs, and the murmurs to quiet talking. But not all of it directed at Karnaff. He too began to discuss matters quietly with the nobility of the city, quietly implanting ideas about Sarasa's darker motives. Every drow noble in existance knew how to manipulate <strong>palace intrigue</strong> to their own ends, and Karnaff was no exception. Sarasa grew to hate the necromancer, and decided that some more drastic measures were in order. </p><p></p><p>She hired an assassin to perform a duty for her. Giving him a ring of chameleon power, she directed him to infiltrate the room of Galadrai Wyrlin, the daughter of the Master of House Wyrlin. Using the ring and his own skills, the assassin took on a fairly good representation of Karnaff, and upon entering the room assaulted and raped the heriess of House Wyrlin. The palace was in a uproar afterwards, and Galadrai pointed the finger at Karnaff. With all his power at his disposal, a simple case of <strong>mistaken identity</strong> was his apparant downfall. Karnaff learned of the deception through an ally, and made plans to flee the city for his life. He was a little slow, however, and ran into House Wyrlin's persaonl assassins, a group of 4 weapon masters called the <strong>Quartet</strong>. A fierce battle ensued, as the necromancer sent a hoard of skeletons and zombies to distract the <strong>Quartet</strong>, while he made good his escape. He fled a few miles outside the city, vowing to return and teach them what true power meant.</p><p></p><p>-----</p><p></p><p>Karnaff Nar, Male Drow Nec 12: CR 13; Size: M Type Humanoid; HD (12d4)+12; 49 hp ; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 14 (flatfooted 12, touch 13), Dagger +1 +8/+2 0'/P (1d4+1 19-20/x2) or Dagger +1 (Thrown) +9/+3 10'/P (1d4+1 19-20/x2) SA: Summon Familiar, Spell-like abilities, SR 23; Vision: Darkvision 120', Normal AL: CE; Sv: Fort +5, Ref +6, Will +10; Str 11, Dex 14, Con 12, Int 22, Wis 14, Cha 16</p><p></p><p>Skills and Feats: Concentration +16, Knowledge(arcana) +21, Knowledge(undead) +12, Scry +21, Spellcraft +21; Scribe Scroll, Spell Penetration, Craft Wonderous Item, Craft Magic Arms and Armor, Silent, Still Spell, Maximize Spell, Leadership</p><p></p><p>Possessions: Outfit (Noble), Dagger +1 (ghost touch), Ring of Protection +2, Bracers of Armor +5, Potion of Alter Self, Potion of Fly, Potion of Enlarge, Necklace of Fireballs(V), Cloak of Displacement(major), Headband of Intellect +4</p><p></p><p>Wizard Spells: 5/6/6/5/4/4/3 per day (Banned School: Evocation)</p><p>Wizard Spells Known: 0- All except Flare, Light; 1- Cause Fear, Chill Touch, Ray of Enfeeblement, Mage Armor, Endure Elements, Shocking Grasp, Identify; 2- Ghoul Touch, Scare, Detect Thoughts, Melf's Acid Arrow, Web; 3- Dispel Magic, Hold Person, Halt Undead, Vampiric Touch, Haste; 4- Evervation, Fear, Dimension Door, Scrying, Polymorph Self, Rary's Mnemonic Enhancer; 5- Animate Dead, Magic Jar, Teleport, Permenancy, Dominate Person; 6- Circle of Death, Legend Lore, True Seeing, Greater Dispelling</p><p></p><p>-----</p><p></p><p>Several more years passed, and the name of Karnaff Nar grew into obscurity, his family killed by assassin's blade, his House shamed by the loss of status. None suspected that the exiled necromancer was even now plotting his revenge upon the city. The first order of business was to employ the help of a human cleric of Nerull, who helped Karnaff to create an army of greater undead, hundreds of ghouls, shadows, and specters. The price he paid was a terrible one, creating magic items for the service of Neurul, and taxing his body physically. As his body withered away, the cleric suggested a terrible yet powerful solution to his wasting, and Karnaff could do naught but agree. At his insistance, he drew upon much of his inner strength to create a very powerful item.</p><p></p><p>-----</p><p></p><p>Karnaff Nar, Male Drow Lich Nec 13: CR 16; Size: M Type Undead; HD (13d12); 121 hp ; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 19 (flatfooted 17, touch 13), Dagger +1 +8/+2 0'/P (1d4+1 19-20/x2) or Touch +7/+2 (1d8+5+paralysis 20/x20, Will DC 20 for half) or Dagger +1 (Thrown) +9/+3 10'/P (1d4+1 19-20/x2) SA: Summon Familiar, Spell-like abilities, SR 24, Fear Aura (Will DC 20), Paralyzing Touch (Will DC 20); SQ: Turn Resistance +4, Damage Reduction 15/+1, Immune to cold, electricity, polymorph, and mind-affecting attacks; Vision: Darkvision 120', Normal AL: CE; Sv: Fort +9, Ref +11, Will +16; Str 11, Dex 14, Con --, Int 24, Wis 16, Cha 18</p><p></p><p>Skills and Feats: Concentration +16, Knowledge(arcana) +22, Knowledge(undead) +17, Scry +22, Spellcraft +22; Scribe Scroll, Spell Penetration, Craft Wonderous Item, Craft Magic Arms and Armor, Silent, Still Spell, Maximize Spell, Leadership</p><p></p><p>Possessions: Outfit (Noble), Dagger +1 (ghost touch), Ring of Protection +2, Bracers of Armor +5, Potion of Alter Self, Potion of Fly, Potion of Enlarge, Necklace of Fireballs(V), Cloak of Displacement(major), Headband of Intellect +4, Ring of Resistance +5, Phylactery</p><p></p><p>Wizard Spells: 5/6/6/5/4/4/3/2 per day (Banned School: Evocation)</p><p>Wizard Spells Known: 0- All except Flare, Light; 1- Cause Fear, Chill Touch, Ray of Enfeeblement, Mage Armor, Endure Elements, Shocking Grasp, Identify; 2- Ghoul Touch, Scare, Detect Thoughts, Melf's Acid Arrow, Web; 3- Dispel Magic, Hold Person, Halt Undead, Vampiric Touch, Haste; 4- Evervation, Fear, Dimension Door, Scrying, Polymorph Self, Rary's Mnemonic Enhancer; 5- Animate Dead, Magic Jar, Teleport, Permenancy, Dominate Person; 6- Circle of Death, Legend Lore, True Seeing, Greater Dispelling; 7- Control Undead, Finger of Death</p><p></p><p>Tactics Note: One 7th level slot always has a still, silent, teleport</p><p></p><p>-----</p><p></p><p>30 years had passed since Karnaff's exile, and his return to the city of Alathair was that of a conquerer. With a host of close to 500 undead at his command, he marched upon the city, killing without passion, slowing making his way towards the palace. The city's defenders leapt into action and began to drive back the undead, and Karnaff took to the air, letting them fend for themselves. Sarasa, now a high-powered cleric of Lloth, surveyed the battle from the grandeur of House Wyrlin, and was shocked to her soul with Karnaff landed in front of her. She grasped the holy symbol as her rival, now the undying form of a lich, advanced upon her. Summopning her strength, she asked Lloth to take command of the undead mage, but Karnaff just smiled, and pointed a finger at her.</p><p></p><p>"Die" </p><p></p><p>Sarasa fell to the floor, dead, and Karnaff moved into the inner sanctums of the palace. Ceremonial guards moved to attack him, but most ran off in fear, the rest fell to the deadly touch of the lich. Karnaff broke into the room where the object of his desires rested - the <strong>Onyx Crown</strong>. He gingerly picked it up, just as the Master of House Wyrlin, ruler of Alathair, stepped into the room.</p><p></p><p>"Noooooo!"</p><p></p><p>Karnaff placed the crown on his head and invoked it's power. With a thingering crack, a gateway seemed to open before the two being, and a demon of massive proportions stepped out. Covered it the blacking of black plate mail, the <strong>risen fiend</strong> looked down upon the being that released it from its prison.</p><p></p><p>"Speak."</p><p></p><p>Karnaff now understood the power of the crown, this demon was bound to it, and had been imprisoned for over 3000 years. There wasn't much else he could do.</p><p></p><p>"Serve me for 100 years," said Karnaff, "and then you're free to go back to your home plane."</p><p></p><p>The fiend nodded, "Bargain is agreed upon."</p><p></p><p>Karnaff looked over at the about-to-be-former ruler of Alathair, and spoke to his new minion.</p><p></p><p>"Destroy every living drow in this city."</p><p></p><p>The pit fiend moved like lightning, and instantly the head came off the drow. He moved into the other rooms, and into the city, killing every dark elf he saw.</p><p></p><p>"Time for a few changes," said Karnaff with a smile.</p><p></p><p>The <strong>necromancer's revenge</strong> upon the city was complete.</p></blockquote><p></p>
[QUOTE="Wippit Guud, post: 708491, member: 720"] [b]Karnaff Nar[/b] My first-ever iron-anything... hope I do it justice. Stat blocks are posted within the story to show how he progressed. ---------------- Karnaff Nar was a well-to-do drow male of House Jelthae in the city of Alathair. Although not the ruling house of the city, Jelthae was among the upper eschelon of drow society, and had among its ranks several warriors and priests of note. Karnaff was a bit of an outcast however, having chosen to explore a path of a more arcane nature. And to the dismay of his family, he decided upon the art of necromancy. ----- Karnaff Nar, Male Drow Nec 4: CR 5; Size: M Type Humanoid; HD (4d4)+4; 17 hp ; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 15 (flatfooted 13, touch 13), Dagger +1 +3 0'/P (1d4+1 19-20/x2) or Dagger +1 (Thrown) +5 10'/P (1d4+1 19-20/x2) SA: Bat Familiar, Spell-like abilities, SR 15; Vision: Darkvision 120', Normal AL: CE; Sv: Fort +1, Ref +2, Will +4; Str 11, Dex 14, Con 12, Int 17, Wis 13, Cha 16 Skills and Feats: Concentration +8, Knowledge(arcana) +10, Scry +10, Spellcraft +10; Scribe Scroll, Spell Penetration, Spell Focus(Necromancy) Possessions: Outfit (Noble), Dagger +1, Ring of Protection +1, Bracers of Armor +2, Potion of Alter Self, Potion of Fly, Potion of Enlarge, Necklace of Fireballs(I) Wizard Spells: 5/4/3 per day (Banned School: Evocation) Wizard Spells Known: 0- All except Flare, Light; 1- Cause Fear, Chill Touch, Ray of Enfeeblement, Mage Armor, Endure Elements, Shocking Grasp; 2- Ghoul Touch, Scare, Detect Thoughts, Melf's Acid Arrow ----- For several years, Karnaff led something of a douple life, enjoying the wealth and papering of the many parties held at the palace of House Wyrlin (the ruling house of the city), and dabbling in the dark arts of death and decay. An apt pupil, he mastered early on the finer points of spellcasting, and learn the basics in creating and commanding undead. For the most part, he kept his spellcasting way a secret from the rest of the Houses, not out of fear, but out of a desire for privacy. Of course, the best kept secrets are always found out somehow. Karnaff had a rival in House Wyrlin, a young cleric named Sarasa Wyrlin. Being in direct bloodline of the ruling house gave her vast power in the city, and as a cleric of Lloth, that power was multiplied tenfold. The spider queen balked at having a necromancer in one of her cities, and so granted upon her priestess the knowledge that Karnaff was a necromancer. But rather than outright exposing him, she had better plans. SO much the better if she could redicule and embarrass him at the same time, so as to reduce the amount of pull he might have with allies. And so began a battle of [B]palace intrigue[/B] within House Wyrlin. At every gala party, Sarasa worked to spread rumors about the mage, wither little ones about who he might be having relations with, to outright whoppers suchs as his involvement with a cult of Orcus said to be hidden just outside the city. Karnaff was oblivious to this political maneuvering at the beginning, his attention divided between his life and his art. But during the biggest festival in 1000 years, both decided to take the same path. It was the 3500th anniversary of the founding of the city, and the 3000th anniversary of the rule of House Wyrlin. The whole of the underground cavern that housed the underdark metropolis was celebrating, from the lowliest ruffian the the invited guests from other cities. At the grandest of the them all, within the palace of House Wyrlin, the artifact which granted them ruling power was revealed for the first time in 500 years. The [B]Onyx Crown[/B], the headpiece of Darken Wyrlin, famed warrior and once ruler of Alathair, was displayed to the assembled people. None knew what power it held, its secrets gone with his last wearer, but all could feel the mavolent power radiating from his black surface. Karnaff beheld it, and suddenly he knew what his fate was to be. The crown would be his, and then so would Alathair. He was broken from his reverie by the sound of laughter close by. Karnaff turned to its source, and say Sarasa speaking with a group of nobles. Even as they laughed, he saw them direct discreet looks in his direction. Outwardly he simply sneered, but his thoughts turned to the drow priestess. He could now recall her always being around him, talking in whispers to those in her company. He realized he was a target, and that Sarasa might pose a problem. And so, now he had two goals: the [B]Onyx Crown[/B], and the death of Sarasa. ----- Karnaff Nar, Male Drow Nec 9: CR 10; Size: M Type Humanoid; HD (9d4)+9; 37 hp ; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 18 (flatfooted 16, touch 14), Dagger +1 +6 0'/P (1d4+1 19-20/x2) or Dagger +1 (Thrown) +8 10'/P (1d4+1 19-20/x2) SA: Summon Familiar, Spell-like abilities, SR 20; Vision: Darkvision 120', Normal AL: CE; Sv: Fort +4, Ref +5, Will +7; Str 11, Dex 14, Con 12, Int 20, Wis 13, Cha 16 Skills and Feats: Concentration +13, Knowledge(arcana) +17, Scry +17, Spellcraft +17; Scribe Scroll, Spell Penetration, Craft Wonderous Item, Craft Magic Arms and Armor, Silent, Still Spell Possessions: Outfit (Noble), Dagger +1 (ghost touch), Ring of Protection +2, Bracers of Armor +4, Potion of Alter Self, Potion of Fly, Potion of Enlarge, Necklace of Fireballs(I), Cloak of Displacement(minor), Headband of Intellect +2 Wizard Spells: 5/6/5/4/3/2 per day (Banned School: Evocation) Wizard Spells Known: 0- All except Flare, Light; 1- Cause Fear, Chill Touch, Ray of Enfeeblement, Mage Armor, Endure Elements, Shocking Grasp; 2- Ghoul Touch, Scare, Detect Thoughts, Melf's Acid Arrow 3- Dispel Magic, Hold Person, Halt Undead, Vampiric Touch; 4- Evervation, Fear, Dimension Door, Scrying, Polymorph Self 5- Animate Dead ----- Drow lives for centruies, and patience is a skilled possessed by the race as a whole. Years passed in Alathair where very little happened directly as a result from palace plotting. The whispers grew to murmurs, and the murmurs to quiet talking. But not all of it directed at Karnaff. He too began to discuss matters quietly with the nobility of the city, quietly implanting ideas about Sarasa's darker motives. Every drow noble in existance knew how to manipulate [B]palace intrigue[/B] to their own ends, and Karnaff was no exception. Sarasa grew to hate the necromancer, and decided that some more drastic measures were in order. She hired an assassin to perform a duty for her. Giving him a ring of chameleon power, she directed him to infiltrate the room of Galadrai Wyrlin, the daughter of the Master of House Wyrlin. Using the ring and his own skills, the assassin took on a fairly good representation of Karnaff, and upon entering the room assaulted and raped the heriess of House Wyrlin. The palace was in a uproar afterwards, and Galadrai pointed the finger at Karnaff. With all his power at his disposal, a simple case of [B]mistaken identity[/B] was his apparant downfall. Karnaff learned of the deception through an ally, and made plans to flee the city for his life. He was a little slow, however, and ran into House Wyrlin's persaonl assassins, a group of 4 weapon masters called the [B]Quartet[/B]. A fierce battle ensued, as the necromancer sent a hoard of skeletons and zombies to distract the [B]Quartet[/B], while he made good his escape. He fled a few miles outside the city, vowing to return and teach them what true power meant. ----- Karnaff Nar, Male Drow Nec 12: CR 13; Size: M Type Humanoid; HD (12d4)+12; 49 hp ; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 14 (flatfooted 12, touch 13), Dagger +1 +8/+2 0'/P (1d4+1 19-20/x2) or Dagger +1 (Thrown) +9/+3 10'/P (1d4+1 19-20/x2) SA: Summon Familiar, Spell-like abilities, SR 23; Vision: Darkvision 120', Normal AL: CE; Sv: Fort +5, Ref +6, Will +10; Str 11, Dex 14, Con 12, Int 22, Wis 14, Cha 16 Skills and Feats: Concentration +16, Knowledge(arcana) +21, Knowledge(undead) +12, Scry +21, Spellcraft +21; Scribe Scroll, Spell Penetration, Craft Wonderous Item, Craft Magic Arms and Armor, Silent, Still Spell, Maximize Spell, Leadership Possessions: Outfit (Noble), Dagger +1 (ghost touch), Ring of Protection +2, Bracers of Armor +5, Potion of Alter Self, Potion of Fly, Potion of Enlarge, Necklace of Fireballs(V), Cloak of Displacement(major), Headband of Intellect +4 Wizard Spells: 5/6/6/5/4/4/3 per day (Banned School: Evocation) Wizard Spells Known: 0- All except Flare, Light; 1- Cause Fear, Chill Touch, Ray of Enfeeblement, Mage Armor, Endure Elements, Shocking Grasp, Identify; 2- Ghoul Touch, Scare, Detect Thoughts, Melf's Acid Arrow, Web; 3- Dispel Magic, Hold Person, Halt Undead, Vampiric Touch, Haste; 4- Evervation, Fear, Dimension Door, Scrying, Polymorph Self, Rary's Mnemonic Enhancer; 5- Animate Dead, Magic Jar, Teleport, Permenancy, Dominate Person; 6- Circle of Death, Legend Lore, True Seeing, Greater Dispelling ----- Several more years passed, and the name of Karnaff Nar grew into obscurity, his family killed by assassin's blade, his House shamed by the loss of status. None suspected that the exiled necromancer was even now plotting his revenge upon the city. The first order of business was to employ the help of a human cleric of Nerull, who helped Karnaff to create an army of greater undead, hundreds of ghouls, shadows, and specters. The price he paid was a terrible one, creating magic items for the service of Neurul, and taxing his body physically. As his body withered away, the cleric suggested a terrible yet powerful solution to his wasting, and Karnaff could do naught but agree. At his insistance, he drew upon much of his inner strength to create a very powerful item. ----- Karnaff Nar, Male Drow Lich Nec 13: CR 16; Size: M Type Undead; HD (13d12); 121 hp ; Init +2 (+2 Dex, +0 Misc); Spd Walk 30'; AC 19 (flatfooted 17, touch 13), Dagger +1 +8/+2 0'/P (1d4+1 19-20/x2) or Touch +7/+2 (1d8+5+paralysis 20/x20, Will DC 20 for half) or Dagger +1 (Thrown) +9/+3 10'/P (1d4+1 19-20/x2) SA: Summon Familiar, Spell-like abilities, SR 24, Fear Aura (Will DC 20), Paralyzing Touch (Will DC 20); SQ: Turn Resistance +4, Damage Reduction 15/+1, Immune to cold, electricity, polymorph, and mind-affecting attacks; Vision: Darkvision 120', Normal AL: CE; Sv: Fort +9, Ref +11, Will +16; Str 11, Dex 14, Con --, Int 24, Wis 16, Cha 18 Skills and Feats: Concentration +16, Knowledge(arcana) +22, Knowledge(undead) +17, Scry +22, Spellcraft +22; Scribe Scroll, Spell Penetration, Craft Wonderous Item, Craft Magic Arms and Armor, Silent, Still Spell, Maximize Spell, Leadership Possessions: Outfit (Noble), Dagger +1 (ghost touch), Ring of Protection +2, Bracers of Armor +5, Potion of Alter Self, Potion of Fly, Potion of Enlarge, Necklace of Fireballs(V), Cloak of Displacement(major), Headband of Intellect +4, Ring of Resistance +5, Phylactery Wizard Spells: 5/6/6/5/4/4/3/2 per day (Banned School: Evocation) Wizard Spells Known: 0- All except Flare, Light; 1- Cause Fear, Chill Touch, Ray of Enfeeblement, Mage Armor, Endure Elements, Shocking Grasp, Identify; 2- Ghoul Touch, Scare, Detect Thoughts, Melf's Acid Arrow, Web; 3- Dispel Magic, Hold Person, Halt Undead, Vampiric Touch, Haste; 4- Evervation, Fear, Dimension Door, Scrying, Polymorph Self, Rary's Mnemonic Enhancer; 5- Animate Dead, Magic Jar, Teleport, Permenancy, Dominate Person; 6- Circle of Death, Legend Lore, True Seeing, Greater Dispelling; 7- Control Undead, Finger of Death Tactics Note: One 7th level slot always has a still, silent, teleport ----- 30 years had passed since Karnaff's exile, and his return to the city of Alathair was that of a conquerer. With a host of close to 500 undead at his command, he marched upon the city, killing without passion, slowing making his way towards the palace. The city's defenders leapt into action and began to drive back the undead, and Karnaff took to the air, letting them fend for themselves. Sarasa, now a high-powered cleric of Lloth, surveyed the battle from the grandeur of House Wyrlin, and was shocked to her soul with Karnaff landed in front of her. She grasped the holy symbol as her rival, now the undying form of a lich, advanced upon her. Summopning her strength, she asked Lloth to take command of the undead mage, but Karnaff just smiled, and pointed a finger at her. "Die" Sarasa fell to the floor, dead, and Karnaff moved into the inner sanctums of the palace. Ceremonial guards moved to attack him, but most ran off in fear, the rest fell to the deadly touch of the lich. Karnaff broke into the room where the object of his desires rested - the [B]Onyx Crown[/B]. He gingerly picked it up, just as the Master of House Wyrlin, ruler of Alathair, stepped into the room. "Noooooo!" Karnaff placed the crown on his head and invoked it's power. With a thingering crack, a gateway seemed to open before the two being, and a demon of massive proportions stepped out. Covered it the blacking of black plate mail, the [B]risen fiend[/B] looked down upon the being that released it from its prison. "Speak." Karnaff now understood the power of the crown, this demon was bound to it, and had been imprisoned for over 3000 years. There wasn't much else he could do. "Serve me for 100 years," said Karnaff, "and then you're free to go back to your home plane." The fiend nodded, "Bargain is agreed upon." Karnaff looked over at the about-to-be-former ruler of Alathair, and spoke to his new minion. "Destroy every living drow in this city." The pit fiend moved like lightning, and instantly the head came off the drow. He moved into the other rooms, and into the city, killing every dark elf he saw. "Time for a few changes," said Karnaff with a smile. The [B]necromancer's revenge[/B] upon the city was complete. [/QUOTE]
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