I said Christopher Walken quote, not Bruce Willis quote.Anti-Sean said:Post #10 in this thread! :gnash: (the latter, at least, but not the former)
I said Christopher Walken quote, not Bruce Willis quote.Anti-Sean said:Post #10 in this thread! :gnash: (the latter, at least, but not the former)
I don't get it. The first thing the PCs will suggest is that the lich "die". That will take him directly to his phylactery. One's something's fishy meter would be reading off the charts. IOW, why does the lich really need their help?Eldragon said:A Lich, bored with his long immortal life and repentant for his evil ways wants to end his own evil existence. The Lich hires the PCs to find and destroy his phylactery, their reward? All of his worldly treasures. The Caveat: For some reason the Lich is unable to help or perform this task. i.e. He Magically altered his own memory as to the exact location. The Lich does know the general location (plane, city, perhaps dungeon).
jmucchiello said:I don't get it. The first thing the PCs will suggest is that the lich "die". That will take him directly to his phylactery. One's something's fishy meter would be reading off the charts. IOW, why does the lich really need their help?
Eldragon said:Mostly it an excuse to have a plot OTHER than "go kill this Lich by finding his phylactery". That, and making the players second guess themselves and their "employer" is always fun.
If the player's as, the Lich will respond:
"Since I don't know exactly where it is, I am not sure I can get out from wherever I hid it. And being trapped for an eternity would certainly be a downer."
XCorvis said:I was thinking more along the lines of "I don't want to use any more negative energy than I have to, because I believe it is wrong and will jeopardize my chances at redemption." That could make things extra interesting, depending on what his phylactery is. If the destruction of the phylactery could put folks in danger, the now good lich might have to oppose the PCs actions.
Ravilah said:The real trick is, though, that nothing can get in unless it is lost or forgotten. No gate will open there, no crystal ball will scry inside. Players will have to figure out how to get hopelessly lost, and hope that everyone they know stops thinking about them.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.