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Bogmoll |
![Kleestad](http://cdn.paizo.com/image/avatar/A6-PoolofWhiteWorm_HR2.jpg)
So last gamin session my players managed to down a lich. Now that in it self was a big deal for my players even if he was not that hard. But it but me in a bit of a problem, when I made the Lich in question, I did not put his phylactery in the same tower he was in. The phylactery is being kept, by his master who is about 200 or so miles away. That being said, after the Liches death how long would it take him to get back to the phylactery, would it be a instant thing or would he be a ghost like thing having to travel to it.
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Ughbash |
So last gamin session my players managed to down a lich. Now that in it self was a big deal for my players even if he was not that hard. But it but me in a bit of a problem, when I made the Lich in question, I did not put his phylactery in the same tower he was in. The phylactery is being kept, by his master who is about 200 or so miles away. That being said, after the Liches death how long would it take him to get back to the phylactery, would it be a instant thing or would he be a ghost like thing having to travel to it.
The beastiary says that the phylactery starts to rebuild the body.
The process takes 1d10 days.
So no travel time needed but it woudl be 1d10 days before he "got better".
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Bogmoll |
![Kleestad](http://cdn.paizo.com/image/avatar/A6-PoolofWhiteWorm_HR2.jpg)
Bogmoll wrote:So last gamin session my players managed to down a lich. Now that in it self was a big deal for my players even if he was not that hard. But it but me in a bit of a problem, when I made the Lich in question, I did not put his phylactery in the same tower he was in. The phylactery is being kept, by his master who is about 200 or so miles away. That being said, after the Liches death how long would it take him to get back to the phylactery, would it be a instant thing or would he be a ghost like thing having to travel to it.The beastiary says that the phylactery starts to rebuild the body.
The process takes 1d10 days.
So no travel time needed but it would be 1d10 days before he "got better".
I see have not gotten my copy yet so I was thinking of the 3.x version.
But that will most likely make my players happy, now they at least get a few days head start.![](/WebObjects/Frameworks/Ajax.framework/WebServerResources/wait30.gif)
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![Lord Soth](http://cdn.paizo.com/image/avatar/LordSoth.jpg)
1d10 days was how it was in 3E too, or similar. It's one to two weeks, basically. That is to say, however long the DM wants it.
Not having the phylactery on them is a common tactic, as long as it's on the same plane, more or less.
Also, it can be nearly anything. Being that it takes a lot of thousands of GP and almost half a year of dedicated work to create one, each Lich is likely to put a lot of personalization into theirs, including stashing it safely. Good examples are to make it a ring, and also enchant it (ring of Protection), something that any adventures might keep on them or sell.
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lostpike |
![Rat](http://cdn.paizo.com/image/avatar/packrat.jpg)
1d10 days was how it was in 3E too, or similar. It's one to two weeks, basically. That is to say, however long the DM wants it.
Not having the phylactery on them is a common tactic, as long as it's on the same plane, more or less.
Also, it can be nearly anything. Being that it takes a lot of thousands of GP and almost half a year of dedicated work to create one, each Lich is likely to put a lot of personalization into theirs, including stashing it safely. Good examples are to make it a ring, and also enchant it (ring of Protection), something that any adventures might keep on them or sell.
It could be a magic item the PCs have already found and just dont know it yet!
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Kevin Andrew Murphy Contributor |
![Bumbo](http://cdn.paizo.com/image/avatar/Bumbo.jpg)
lostpike wrote:It could be a magic item the PCs have already found and just dont know it yet!and already sold to a poor soon to be deceased merchant in the local metropolis.
Only if the lich is ditzy and wants folk to know what his phylactery is.
Rather, just pop a sapphire out of a setting in the phylactery (which is some jeweled gewgaw), smash it for an Instant Summons which summons a duplicate of the phylactery, leave the faux phylactery (which is still some minor magic item) and teleport elsewhere.
The evil glee of destroying the merchant and plotting to destroy the adventurers is secondary to finding a completely safe hideyhole from which to plot your revenge.
And anyway, why kill the merchant when it's much more efficient to Magic Jar him, which you probably did as a Contingency for when you started to reform? Nothing more annoying than having someone attack you while you're physically helpless. Fortunately, this doesn't apply in the mental or spiritual sense.
And a Geas on him not to tell anyone about you works marvelously to get yourself a sleeper agent.