If you haven’t read Part the First, please do so before proceeding. Otherwise, this will make no sense.
The group, known by the immortal moniker “The Charismatic Waffles,” adventured for weeks, slowly uncovering a dire plot to release the minions of the Demon Lord Orcus into the world via a strange ritual in the bottom of the ruins of an ancient keep. There, as they battled the leader of the local cult, they were joined by a mysterious half-orc named Lark. Lark fought alongside the party, helping them to bring down the scheme of the cultists, and joined their party from that point forward.
Here I stepped down as Dungeon Master, replaced by my friend Michael. As we swapped roles, I took him into a side room and revealed to him the secret of Lark: He was missing his left pinkie finger. Karl had not been idle during his time away from the party. He honed his skills in illusion and conjuration magic until he could construct the fake body of Lark to disguise himself amid the party.
The party travelled alongside Lark for months of real-time, years within the world of the game. They gained levels, saved one another’s lives, and swapped magical items. Every once and a while they would receive a threatening message from Karl, promising to make Quarion pay for his torment, and their fear of Karl slowly grew. When we finally came to the conclusion of Michael’s campaign, the party foiled an ancient wizard’s spirit as he was about to use the power of an unlimited wish locked within an ancient staff. The battle was easy, over before some of the party even had a chance to move. Everyone started in surprise when the wizard crumpled to the ground. It may have been the most anticlimactic moment in D&D history.
Casually, Lark moved to pick up the staff. None of the party thought anything of it, looting corpses was standard procedure. But they were all confused when Lark began to laugh. Their confusion doubled as his body began to shrink, slowly coming to resemble the hideously scarred form of a terribly familiar Kobold: Karl.
The majority of the party (everyone other than Quarion) sprinted out of the chamber and back along the hallway leading into it, leaving the ranger to face the Kobold alone.
Quarion was decapitated by a thrown greataxe. Afterwords his body and soul were seared into oblivion with summoned hellfire, so that he could never be raised from the dead. After ensuring the eternal annihilation of his greatest foe, Karl turned his attention to the rest of the party. With Quarion dead they were sneaking back into the room, hoping to take Karl unawares. Unfortunately, they couldn’t be stealthy enough to escape his notice, it was mathematically impossible.
A truly epic battle ensued, the true “boss-fight” that they had all been expecting, and the loss of Quarion was devastating to their offense. After finally weakening Karl to the brink of death, they all groaned when he used a magic item that they had helped him to acquire to restore himself to full fighting-fitness. Defeating him a second time was even harder, as they had exhausted their repertoire of advanced tactics and abilities while trying to kill him the first time. They did, eventually, succeed in again bringing him to the point of death.
Clutching the wizard’s staff with the last of his strength, Karl wished himself to become a god. The party, horrified, watched as a blinding pillar of radiance smote the ceiling, clearing a path between Karl and the heavens. He disappeared in a blinding flash of light, leaving behind the expended staff and the axe that had slain Quarion. The party expected him to descend any moment as a virtually omnipotent foe, and Karl fully intended to fulfill their expectations, but as he willed his new and imperishable body back towards the mortal world he was stopped by Bahamut, the Lawful Good deity of Justice. Bahamut warned Karl that it was forbidden for the gods to directly intervene in the mortal world. They were bound by an oath made to the Spirits of the World in the aftermath of the Dawn War, and Karl was now charged to keep to the oath. He could only act on the material world through mortals bound to his service. Enraged, Karl eventually yielded and began establishing his identity among the pantheon: god of vengeance, patron of the tortured and oppressed. Even as he shaped his own realm within the astral sea he watched the Charismatic Waffles, forever hoping that they would be foolish enough to venture into the Astral Sea where such petty oaths did not bind him.
Eventually the adventuring group known as the Charismatic Waffles disbanded, and its members lived fairly generic lives (at least for heroes) from then onwards. None of them ever entered the Astral Sea, and Karl had the hollow pleasure of watching age claim each of them over the course of several centuries.
The worship of Karl spread among the peoples of the world, obscure but not hated. The defender of the tortured was respected by nearly all faiths of the world, and his penchant for vengeance was forgiven because of the many innocent lives that his followers rescued from torment.
Slowly the world grew accustomed to this addition to their pantheon, and the status quo returned to a new equilibrium. It was believed that Karl was here to stay, that he was just as unassailable as the other gods, until the discovery of Quarion’s Tomb…