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| glug08-21-07, 03:26 PM | Hi folks. I was spending too much time trying to put together an artifact in my campaign. The character who holds the complete item now is a Necromancer who the party has encountered (well, at least the work of..) since first level. At this point in time, the party is level 9, the necromancer is level 11, and they are leaving their keep to give chase to her army as it moves through their region of the Greywall Mountains. They will not kill or capture her, but they will get a good look at what they will be up against even later in their careers. :devil: So without further ado, here's the overly-powerful staff, along with the two components which make it up, for your comments or usage. This is my first stab at it, or any artifact for that matter =) First component: Walking Stick of the Dead (Runestaff) Summon Undead V 2/day Summon Undead IV 2/day Summon Undead III 3/day Summon Undead II 3/day Summon Undead I 3/day As with all Runestaves, the above spells are powered by sacrificing a spell/slot of the appropriate level or higher. Wielder is constantly under the effects of Shroud of Undeath (SC 189). Being turned, or attacking undead creatures suppresses this effect for 1d6 rounds. Wielder takes on a corpse-like visage, gaining an additional +10 to disguise checks to determine that the wielder is actually living. Description: This ebony staff is long and heavy, moderately thick, with a dark green snake wrapped along the shaft from bottom to top. The material that composes the snake is unfamiliar, as much like metal as it is wood. A black skull shaped stone is attached at the head, with empty eye sockets as dark and evil as the pits of Khyber. Lore: The original ebony staff was created by Riisa, a potent hobgoblin conjurer from the Dhakanni city of Tuulik, who practiced under the great ruler Kletic Khal. She developed the runestaff during an uprising amongst bugbears, when Kletic Khal required his presence to be felt upon two separate battlefields. Riisa would summon a regiment of undead soldiers to join in the battle, causing the bugbear armies to buckle in fear of Kletic Khal's power. Eventually, after Riisa fell in battle over the Valenar region, the staff was discovered by Teminirel, an Aerenal Elf Necromancer, some 11,000 years ago. Teminirel remained in the Valenar region after her people abandoned it, and terrorized the goblins who still patrolled the area for years. During this time, Teminirel performed certain rituals, and bound a living snake to the staff. The Walking Stick of the Dead now bestowed upon it's wielder a corpse-like visage. Summon Undead lists: (for reference) 5th Level: Mummy (MM 190), Shadow (MM 221), Vampire Spawn (MM 253), Wight (MM 255) 4th Level: Allip (MM 10), Ghast (MM 119), Wyvern Zombie (MM 267) 3rd Level: Ghoul (MM 118), Troll Skel. (MM 227), Ogre Zombie (MM 267) 2nd Level: Owlbear Skel (MM 226), Bugbear Zombie (MM 267) 1st Level: Human Warrior Skel (MM 226), Kobold Zombie (MM 266) Second component: The Eyes of Jianna Description: Placed in the sockets of the Walking Stick of the Dead, these Khyber shards empower the staff, bestowing additional powers to the wielder, as they glow blood red from the stone skull. Lore: During the last war, when famine and dwindling forces brought the great nation of Karrnath into harder times, King Kaius sought the help of the secretive Blood of Vol, via their emissary Jianna. It was Jianna who began returning Karrnath's fallen to the front lines, and her cult employed some of her techniques in the creation of the notoriously resiliant Karrnathi Zombies. The Blood of Vol had aquired the Walking Stick of the Dead some time ago, and Jianna's research had lead her to the creation of two powerful gems which would work with and enhance the magic of the staff. Through dark rituals and unknown sacrifices, she bound the gems to the skull, breathing unlife into the Staff of Restless Armies. Artifact: The Staff of Restless Armies All abilities of the Walking Stick of the Dead, plus the following, as long as the staff is "charged" (see Animate Dead, below): Wielder is surrounded by an aura of Command Undead (PH 211). All undead within 60' aura of wielder must make DC22 Will save (if applicable) or be considered under the effects of Command Undead Wielder is surrounded by a Desecrate (PH 218) aura (20') at all times, centered on the Staff. Any attempt to consecrate the staff, the wielder, or an area including them will suppress the effect for 1d6 rounds upon a successful DC22 caster level check. The Staff of Restless Armies allows control of 8HD/level undead creatures, or 12HD/level while Desecrate aura is active. Creatures summoned via the runestaff abilities of the Staff of Restless Armies have their duration extended at no additional cost. Command Undead (PH 211) at will. Undead Lieutenant (SC 226) 5/day Undead Torch (SC 226) 5/day Incorporeal Enhancement (SC 121) 3/day Animate Dead (PH 198) at will - The gems on the head of the Staff of Walking Armies can be touched to the mouth of a fallen creature as a standard action. If the creature has died within the last 5 minutes, it's soul will be taken from it's body as if via the Magic Jar spell, causing the gems to glow more brightly. Once the staff has claimed 22HD worth of souls, it is considered "charged". Future corpses that are touched in this manner will be animated as per the Animate Dead spell. A charged staff loses it's charge each day as the sun rises, unless 22HD worth of sacrifices are made to the staff as the previous days sun is setting. |
| Creature_Mastermind08-21-07, 03:53 PM | That is waaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa aaaay overpowered especailly for an 11th lvl enemy. I hope their not in the Mournland or Karnnath or else thier kinda screwed. |
| glug08-21-07, 04:30 PM | Well, certainly, but the players and the enemy will be higher level when a winnable encounter comes into play. The necromancer has had the support of Blood of Vol cultists and Emerald Claw soldiers in acquiring the items that make up the staff, and probably around level 14-15, I'll be setting up the PCs to try and take her out, after they've already dealt with some of the problems that she will be causing during that time. Aren't all artifacts supposed to be unbalancing? This isn't something I'm planning on having some level 11 player run around with.. it's something for a level 15 party to destroy =) |
| Creature_Mastermind08-21-07, 05:39 PM | Oh ok now i see what you mean. |