The only thing necessary for the triumph of evil is for good men to do nothing.
- Edmund Burke
Keys to a Successfull Hunt
And the monster comes out, out,
And the bodies come up, up,
And evil goes forth, forth,
And eyes glow brighter, brighter,
Until no one stands mightier, mightier.
- "The Magic Man"
(Darkon children's poem)
As the following statement
from my scout Markil
illustrates, distinctive
characteristics may alert
you to a lich's presence or influence.
"I'm lyin' on the ground, recouerin' from
a few scrapes, when our camp is
attacked by a bunch of skeletons. What
makes these stiffs so alarmin' to me is
the small red points of light in their eye
sockets, which Dr. Van Richten had
mentioned. Luckily, we're on our guard
and to arms before they can penetrate
camp. The fight's pitched, but not too
much; we're pretty handy at dustin'
stiffs of all kinds.
"Durin' the scuffle, Belinderissa
decapitates one of the skeletons and its
head rolls near me, I pick it up and look
into the eyes, to check out those
mysterious red flames. I'm starin' right
into the eyeholes of the thing, when all
of a sudden the fire in those sockets
staarts to burn right into me! I mean, all
of a sudden I'm dunked into a terror so
mind-numbing, I nearly black out!
"So I heave the skull away from me,
but the time I stared into those eyes is a lot longer than I remember - and all that
time I'm walkin' punch-drunk-like
through a rush of brain-crushin' images
I can't control. Next thing I know, the
battle is over. My head finally clears,
and I look at my companions.
"'The llch is behind this attack, ' I tell
Van Richten. 'We got to be real close!'"
These lands hold so many evil powers
of so many varieties, and each with such
different goals, it's nearly impossible to
explain all the events that unfold around
us. However, when one is on the hunt for
a specific monster, it is possible to
identify telltale patterns - especially as
you draw near to your quarry.
Using Minions to Your Advantage
It must be remembered that a lich rarely
acts on its own behalf in matters of
defense. A lich is the general who
formulates the master plans from the rear
lines. Its undead soldiers hold the front,
capture prizes, and kill (or kidnap) the
unsuspecting enemy during the night.
A key to recognizing a lich, then, is
to understand how it uses its minions,
and to recognize a lich minion when
you see it. As Markil's example points
out, it is possible to spot a lich minion
by its unusual traits. Markil had battled
many animated skeletons before -
indeed, as undead minions, skeletons
are common. But Markil, sharp lad,
immediately noted their eyes. (I, too,
was recuperating when the skeletons
attacked, but remained too weak to
participate in the skirmish.)
The eyes of many undead glow with
eerie power, but I hypothesize that the
eyes of lich minions glow with an
intensity that exactly matches that of
their master. I have not proved it, but I suspect that liches' eyes glow in a
singular manner that is as identifiable as a fingerprint. I had imparted this
suspicion to my hunting party, and
Markil attempted to verify the origins of
these skeletons. Unfortunately, he was
unprepared for the consequences; we
were fortunate not to have lost him.
Let Markil's lesson be one to all: If
you see something that is unusual, point
it out to your comrades! Any information
can be useful - even essential - in
identifying the master of an undead
creature, and keeping suspicions to
one's self may deny allies the
opportunity to save their lives.
Do not be too quick to scrutinize what
you suspect or discover, for the lich
quickly makes corpses of the impetuous!
For example, as Markil's report also
attests, peering into the eyes of a lich
minion may result in an attack of ghastly
mesmerism that plays havoc with one's
senses and attachment to reality. The
effects of this attack vary from mild
dizziness in one instance to requiring
immediate assistance in another. I am
uncertain as to how to wholly avoid such
contact in combat.
The lich is quite able to enforce its
will upon even highly intelligent forms
of undead, which leads me to another
point of consideration: A lich might
actually use a system of organization
not unlike modern armies, with
subordinate commanders leading
individual groups. Thus, if an important
undead minion is destroyed by undead
hunters, the lich might not be able to
control its lesser forces. Depending
upon the situation, attacks might be
directed at that particular undead in the
hope of disrupting the lich's control
over many other minions.
Lich minions are treated as
creatures with a gaze attack; the rules
for such combat are found in the
Dungeon Master Guide. Heroes who
fall victim to a gaze attack must make
a fear check (see Chapter Six,
Domains of Dread). On a natural roll
of 1, the hero becomes comatose for
d4 days. Optionally, the Dungeon
Master may require a horror check
upon waking.
Using the power to control under
described in Chapter Two, the lich
may appoint lieutenants from its
intelligent minions and put them in
command by instructing lesser
undead to "follow the orders of this
creature" (or some similar, simple
directive), if the lieutenant is
destroyed when the undead army is
beyond the lich's radius of control,
of the lieutenant's subordinate
undead become unguided and
behave normally.
Recognizing a Lich
If a lich wishes to reveal itself, there is
no mistaking it. If you have ever seen a
lich undisguised and lived, you surely
will recognize another instantly (though
it will probably be the last thing you
ever recognize - few escape that deadly
grasp twice). As a solitary creature, a
lich generally takes little trouble to
mask its appearance. Thus, the lich in
its lair is not the subject of this
particular discussion because once you
have found the lair, you almost surely
have found the lich as well.
It is in the case of the disguised lich
that a hunter must be on his guard. In
most cases, the eternal quest for power
is bound to force the lich into some
contact with the outside world. Also, the
lich might take an active role in the
affairs of the living, seeking to
manipulate the balances of power to its
own ends or manipulating the living for
its own sake. Either way, the lich
eventually deals with living people.
In such cases, the undead wizard
may assume the guise of a charismatic,
benign appearance. On the other hand,
I know of a case where a lich disguised
itself as a destitute beggar and thus
gained entrance to a heavily guarded
temple where a holy artifact was
thought to have been sufficiently
protected. The lich is able to disguise
itself almost perfectly, no matter what
the facade. It is undead and therefore
resistant to the magical prying of
detection spells and abilities.
Furthermore, with the aid of cosmetic spells and magical items, it can assume
the completely convincing appearance
of any mortal.
A few spells enable the caster to see
through magical masks and disguises,
but the lich will guard against such
intrusion. I know of one lich that was
able to change its shape so effectively
that, in effect, it actually became the
creature it mimicked. Such a monster
would be impossible to detect through
most means, magical or otherwise.
The key to foiling the lich is, once
again, knowledge. If one knows that a
lich walks among mortals, if one knows
what a lich seeks, if one knows what
poses a threat to a lich's plots, then it is
possible to spot the disguised creature,
possibly through telltale behavioral
inconsistencies or through a process of
elimination. Remember that a part of
the knowledge equation is what the lich
knows, too. In other words, what the
lich doesn't know, or what the lich
knows that you know, or endless
combinations of both factors can come
into play. The lich is a monster of
genius intelligence; knowledge is its
best weapon, but so is knowledge the
best weapon against it.
A priest of extreme piety and ability
can turn away undead, including the
lich. The presentation of a holy symbol
by a powerful priest may be the only
sure confirmation of a lich's presence,
but be warned that a lich can resist the
effects of such an attack. A foiled
attempt may put the hunter off the
scent, discredit him, or worse may alert
the lich to the hunter's suspicions. For
this reason, I would warn the hunter to
reserve this means of discovering his
enemy until he either has no choice or
no doubts left.
Dungeon Masters are encouraged
to be creative in disguising a lich.
Remember that these monsters are
ultrapowerful wizards who are
constantly experimenting with the
bounds of magic. While no lich should
ever become magically omnipotent,
one might create numerous magical
items and spells to defy detection and
confuse heroes.
Gathering Intelligence
As I have read accounts from lone
survivors and witnesses of battles with
liches, one thing occurs to me again and
again: It is absolutely essential to gather
as much information as possible about a
lich before battling it. In every case I have
reviewed, hunters were surprised by magical attacks or traps for which they
had no defense. They thought they had
prepared for any onslaught, but they
always overlooked something that proved
to be their downfall. Although I cannot
say that they would have been otherwise
successful, I can still point out that too
many have died through a lack of
research and preparation. I may also
boast that I have seen two successful lich
kills, thanks to exhaustive groundwork.
Unfortunately, there are few ways to
observe a lich with one's own eyes
without fighting it. Obviously, the best
way to observe one is to be very
surreptitious. If a lich is within its lair and
you must observe it, introduce some sort
of spy. A method I would suggest is to
trick the lich into accepting a magical
device that has some sort of clairvoyant
magic attached to it. Since liches rarely
leave their lairs if they can help it, there is
a good chance that a minion will retrieve
the item and, thus, ignorantly lead a
hunting party to its master's front door.
This spying device also may yield a brief glimpse into the lich's inner sanctum,
suggesting a possible route of travel
through the lich's lair. You must be
prepared to identify the lich's
surroundings quickly, though, for the lich
is sure to examine the item, identify its
treachery, and neutralize it immediately.
As with all plans, there are bound to
be some drawbacks in introducing a spy
or spying device to the lich's lair. First, it
alerts the lich to your intentions. Second,
the lich may guess your plan and
mislead you. Third, as the following
passage from my journal attests, such
tricks may bring doom upon some or all
of the party. Finally, the lich's lair is the
last place one wants to meet with a lich.
Far better is it to lure the lich out of its
deadly haven, away from its long-considered defenses.
Efforts to defeat a lich within its lair
have never succeeded, to my
knowledge. In every case, the hunters
have succeeded only in driving the lich
from its home. I, myself, had a hand in
the destruction of but two such
creatures (only outside their lairs), a
fraction of my general success rate
against other undead, even vampires. In
only one case was I able to locate and
destroy a lich's phylactery.
Belinderissa was stout of heart and more
than dedicated to the task of
necromantic cleansing, but her seething
hatred of undead made her as dangerous to herself as to them.
Therefore, I took the
precaution of planting a tracking device
upon her person when we began our
hunt for the Bloody Hand of Souragne. It
was but a brooch with some magical
identification abilities, but I told her - and
let it be generally known - that the
jewelry bad some power of revealing the
past of objects that it touched. I suggested that Belinderissa might use it
to tell if the lich had been in contact with
this object or that place, so I could
truthfully call it a "tracking device"
without offending her pride. What made
the brooch important was that I had
engraved it with my personal mark, and
that I had a ring that would point the
way to any object so identified.
Little did I suspect that the Bloody
Hand would hear of and come to crave
such a device, although I might have
guessed as much, had I thought about
it. It grievously pains me to remember
that Belinderissa was taken and
murdered for that relatively useless
bauble, yet we were thence able to
track the lich through the labyrinthine
swamps, prevent it from reaching its
safe house, and ultimately exact our
revenge upon it.
- From the private journal of Dr. Van Richten
Lich Bait
I'm afraid I have few answers with which to console and edify the lich hunter when he asks how best to defeat a lich. Destroying one of these cursed
beasts is an act of such great
significance that it pains me to think of
a parallel. A simple answer is to attack
the monster with a lightning offense,
hope to catch it off guard, and pray for
a pound of luck! A more difficult
answer is that the lich must first be
drawn from its lair. One would rarely
try to conquer an army ensconced in a
fortress; rest assured, the lich is an
army in itself, and its fortress is much
more than thick stone walls!
Depending on the lich, it can be
quite easy or very difficult to lure one out. The easiest method is to defeat a
large number of the lich's servitor
undead. Since the lich is able to see
through its servitors' eyes, it can
identify the responsible mortals and
make attempts to track them down with more powerful undead.
This strategy has two beneficial
yields: First, it reduces the pool of
soldiers at the lich's command. Second,
and more importantly, it may encourage
the lich to take the battle into its own
hands, thus forcing it to abandon the
safely of its lair. Perceptive strategists
may argue that the lich would foresee
this tactic and foil it, but I offer this
counterstrategy: If the lich attacks the
offending mortals personally, it can
choose the time and place of the attack,
gaining an advantage of surprise.
Leaving the lair also prevents mortals
from learning its exact location. Should
the lich be destroyed during the
combat, its soul will return to its phylactery, which is more likely than
not secured within the darkest recesses
of its lair.
I know of another method for luring
the lich from its lair, yet I hesitate to
offer it, for it has resulted in the death of
a friend. As the last passage from my
journal ironically illustrates, the lich
may be drawn out of hiding with the
promise of magic. If you have
something that the lich wants, there's a
good chance that it will come to you to
get it. Of course, it's not good enough
for a lich hunter to walk the streets,
shouting, "I've got a very powerful
magical item!" The lich is no fool. This
ruse worked against the Bloody Hand of
Souragne because I, in effect, did not
know that I had baited the hook. We
were all ignorant of the impending result
of my white lie, and so the lich detected
no trap.
Can the bait be successfully
presented? I believe so, although I have
never been able to do so; liches always
seem to know, or find out, when you are
spreading false information. Take
warning: If you do convince a lich that
you have something it wants, you may
well be courting the fate of Belinderissa.
In the Lair
It's unfortunate, but it should come as
no surprise that most hunters will
eventually be compelled to enter the lair
of a lich. Doing so enables a hunting
party to test the lich's defenses and
learn more about its tactics. With luck,
the party may find a clue to the former
identity of the monster - a powerful
weapon.
The lich will attack with certain
fervor if mortals enter its lair and
approach its person, and it will very
rarely flee its lair without offering mortal
combat to anyone who enters and
defeats the safeguards and traps. One
can always expect a stand-up (albeit
magically intensive) fight with a lich,
but within the lair the chances of a fight
are even greater. Remember that the
habitation is little more than a fortress
designed to repel attack of any kind.
Numerous traps, both physical and
magical, will be around every corner.
Faced with this onslaught of artifacts,
spells, traps, and innate abilities, I'm
afraid that many groups of brave
warriors, mages, and priests are
defeated all too easily.
For those parties who discover the
location of a lich's lair, I suggest
starting with short reconnaissance
missions that probe bit by bit into the
dwelling. Upon any indication that the
lich is aware of your presence, ignore
all previous findings. You will surely
have been duped.
Never, ever challenge the lich if you
should stumble across it within its
home. Collapse the roof, invoke a
magical wall, summon minions of your
own to hold it off - but whatever else
you do, run!
Death for the Undead
A lich's body is merely a corrupted,
decrepit, temporary vessel for its soul.
Destroying its body merely releases its
soul to its true resting place: the lich's
phylactery.
The phylactery is amulet-sized and
shaped. It is typically made of heavy metals or stone
and is highly ornate. I have already elaborated upon
phylacteries in this text, but I have
painfully little other information about
them. For all I know, the pendant I wear
around my neck - a trophy from the
hoard of the Bloody Hand - might be a
phylactery, and the lich within is waiting
for me to die so that it might occupy
my body.
Generally, a lich is able to attempt
taking possession of a body from its
phylactery, but only a corpse can be
possessed. The body must lie within
60 feet of the phylactery for the lich's
essence to reach it. There is no limit
to the amount of time that the lich
may remain within the phylactery. For
example, an unsuspecting person
might claim the amulet and pass it
through multiple generations of his
family before it finally gains an
opportunity to take possession of a
dead body. However, the target body
must remain within range of the
phylactery for a full day, during which
time the lich locates it, deems it
suitable for habitation, and performs
its ritual of possession.
To make the transfer, the lich
conducts a sort of attack against the
body. The lich may attempt the
transfer only once per corpse. The
corpse is allowed a saving throw vs.
death magic at the same level that the
body possessed in life. If the corpse's
saving throw is unsuccessful, the lich inhabits the body and is fully restored
to its normal Hit Die level of ability.
The lich can also attempt to take
over an undead creature. The creature
makes a saving throw vs. death magic
with a +3 bonus. Failure indicates the
undead creature's "spirit" is overtaked
by the lich, and the undead being
ceases to exist.
As always, Dungeon Masters are
encouraged to create variations of the
rules so that all-knowing players
cannot use them to their advantage. The lich might cast magic jar from the
phylactery, thus possessing a living
hero's body and either killing him or
trapping him within the phylactery
until the lich can perform a power
ritual. The range of the lich's ability to
possess a dead body might be
extended or made unlimited. Touching
a phylactery without casting dispel
magic. on it first might result in instant
possession of the person who touches
it, or possession of a random person
in the room. The possibilities are
endless.
Destroying the Phylactery
The only way to destroy a lich
completely and irrevocably is to destroy
its phylactery. The lich is trapped in a
curious predicament in the storing of its
phylactery. If its body is destroyed, the
spirit instantly becomes trapped (or
secured) within the amulet and remains
there until it is able to secure another
body. If the lich hides the phylactery
where it can never be discovered, then
it risks eternal imprisonment. It is,
therefore, in the lich's best interest to
put the phylactery where it could potentially encounter a body to inhabit;
the hiding place should be accessible at
least to its minion undead, who can
provide host bodies. On the other hand,
if the lich selects a place where the
phylactery might be found, the lich runs
the risk of the phylactery being
discovered and destroyed.
My opinion is that a phylactery will
always remain within relatively easy
reach of the lich who made it. If a person
has a treasure of inexpressible value, the
compulsion to keep it near at hand is
almost irresistible. There may be a solid
wall and a dozen traps between the
phylactery and the rest of the lich's lair,
but it will be there, I'm certain.
Destruction of the phylactery is not the
simple matter, either. The amulet itself
will be protected with magic that
prevents its destruction by common,
physical means - one cannot simply
grasp the vessel and smash it against a
rock. It might be made of sturdy
materials that naturally resist damage, and upon it are laid enchantments that
make its existence fairly permanent,
even if it is made of lead. If properly
constructed, the phylactery is nearly
impossible to destroy with simple
physical might.
Perhaps a mage with the ability to
undo a multitude of enchantments
could destroy a phylactery. Then
again, I would not underestimate the
power of the priesthood in such
matters. Such talent and power are
difficult to find, yet the same magical
might should be present to battle the
lich the first place.
Here is a sample game scenario for
the destruction of a phylactery: First,
a permanency spell must be
negated to make the amulet
vulnerable to destruction. Next, a
mage or priest must cast dispel magic
directly upon the amulet. Doing so will not alter the amulet's ability to
contain the lich's soul, but for 1d4
rounds it will make it possible to
reach the amulet's protections. At
this point, 25 points of physical
damage will crush the amulet,
releasing the lich's spirit into the
ether, forever dispersed and
ineffective. For the purposes of
determining the success of the dispel
magic spell, assume that the lich is at
the 18th level of experience.
Other means of smashing the
phylartery are possible. Any blunt
weapon of +3 enchantment or better
would harm an amulet. If an amulet
cannot be destroyed, it could be
blessed and buried in a hallowed
grave, forever trapping the lich within.
Imagination is the only limit.
Ramifications
of Lich Destruction
When a phylactery is destroyed, a
vacuum of power is created that may
have various effects. The most
hopeful outcome is that the evil will
dissipate and those creatures and
objects under the lich's control will
me either free or inert. However, if another lich or other powerful being
resides nearby, it may simply step
into the place left behind.
Rival beings aside, another concern
of those who have defeated a lich and
destroyed its phylactery is the
possibility that a majority of the lair, if
not the entire complex, may be
dependent upon lich magic for
structural integrity. Persons within such
a lair should keep at hand provisions for
surviving the lair's imminent collapse.
Even if the victorious group is not in
danger of a lair's collapse, the heroes
must deal with any surviving undead
minions. These servitors, now
completely uncontrolled, will revert to
their normal behavior. This situation can
be nearly as bad as when the lich was
in direct control, for the undead
creature's hunger for living flesh and
souls is well known. Fortunately,
servitor undead are largely drawn from
less sophisticated undead who have
little mental capacity. Their attacks will
be undirected, uncoordinated, and less
effective compared to when they were
guided by a higher authority.
The destruction of a lich's
phylactery should send shock waves
through the lands for miles around, if
not the entire campaign world. This
presents an opportunity to introduce
new villains, destroy the lich's hoard,
and give the heroes a sense of
spectacular accomplishment.
The Mystical Hoard
The extreme wealth a lich bequeaths to
victors is both a fantastic asset and
perhaps the most dangerous cargo
possible for people to bear. The sum of
a lich's vault can propel a mortal to
wondrous status overnight. With so
many items, information, and raw
power at a person's command, there is
little that would not be possible.
However, making productive use of
such a cache is difficult at best.
Possession of even a single object from
a lich's lair may draw the attention of
unscrupulous mortals bent on securing power for themselves - regardless of the
source - and of powerful undead as
well, especially other liches.
It is said that in some lands, liches
wage open war against each other. If
one of them dies, the others are sure to
become aware of it within a matter of
seconds. (I suspect that each of the
other liches have a variety of spells
that will alert them of any change in
the balance of power.) If knowledge of
the demise of a lich is widely known,
other liches will hunt any prize that
they were unable to gather when it was
first discovered. In the eyes of an evil
creature, taking a coveted item from
even a powerful hero is much easier
(and likely more appealing) than
taking it from a lich. Considering the
power of even a "common" lich, the
sentiment is understandable.
Then, too, it is far simpler (relatively
speaking) to defeat a lich than to
destroy one. A hero who satisfies
himself with the acquisition of a lich
hoard, without destroying its owner, is
taking a terrible risk! Liches have
formidable memories, and they will
exterminate one's children's children's
children to retrieve what has been
taken from them.
I suggest that the only act that
would ensure that mortals are no
longer troubled by a lich's "toys" is for
lich hunters to destroy every object
they encounter in a lair, the lich
included. Only then can they return to their homes in peace and without the
fear of retribution or ambush. Devices
held within such lairs are the products
of evil. They were forged by black
fires, crafted with dead hands, and
enchanted with arcane necromancy.
They should be destroyed, for they
were not ever meant to be used by
mortal hands.
Purification
The presence of the undead is a boil
upon the land. They must be removed
if the rightful owners of the world - the
living mortals - are ever to enjoy the
peace they deserve. I strenuously
recommend the destruction of all a
lich's enchanted items, including its
alchemical notes. Even that will leave
us with a lair that may tempt other
creatures of evil to inhabit it, to stoke
the cold fires within once more like a
recurring malignant growth. It is best
to convert the lair, if possible, to uses
that are beneficial to humanity. A
responsible lich hunter will notify local
authorities and priests of the vacancy
of a lich's lair, as well as the status of
its phylactery.
Still, the stench is thick amongst
temples of evil, and they are not
easily cleansed. Barring conversion to
more a useful state, the best course of
action is to completely reduce a lair
to dust, then seal it from intrusion for
all eternity.
At the Dungeon Master's option,
every (or nearly every) object found
within a lair may be considered to be
cursed. The use of such items may
result in reversed effects, the
summoning of a powerful evil being,
or a powers check (perhaps at double
the normal chance of failing).