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By Casey W. Christofferson and Bill Webb = 77) Ferre come earns Tit NECROMANCER GAMES ieee Om Uae ere oS Sonera etaad 7 VAIPERES AND LECHES Credits ‘Written by: Casey W. Christofferson and Bill Webb | Front Cover Art: Brom Contributors: Scott Greene, Shane Shirley Cartography: Ed Bourelle Developers: Lance Hawvermale and Bill Webb Front & Back Cover Design: Charles Wright Producer: Clark Peterson Playtesters: Shane Shirley, Kathy Christofferson, Clint ‘Bennett, Karl and Steve Meyer, Michael Cunningham, ‘Managing Editor: Kevin Walker ‘Hussein, Kirsten Goodall, James Stewart, and Darcy Pemry 1D20 Editor: Erica Balsley Special Thank: Casey would like to thank Bill for the late night calls andthe extra help, Clark forthe faith, Kathy for the patience and Scott forthe nasty nasty Layout and Typesetting: Troll Lord Games ‘monsters, and Shane Glodowski for insight into insidious traps. Necromancer Games wishes to thank Interior Art: Brian Leblane the boys at Troll Lord Games. Product Update Password for Vampires and Liches: Level Drain. This product requires the use of the Dungeons and Dragons® Player's Handbook, published by Wizards of the Coast® | {©2003 Necromancer Games, Inc.All rights reserved, All rights reserved. Reproduction without J | ‘the writen pemisson ofthe publishers expressly forbidden. Necromancer Games, Necromancer (Games, Inc and the Necromancer Games logo, Demons & Devils and Warpires& Liches re ade- marks of Necromancer Games, In. Allright reserved. Al characters, names, place, items, at nd text herein ae copyrighted by Necromancer Games, Ine, "D20 System and the D20 System logo are ademas owned by Wierd of the Coast and are wed under the terms of the D20 Trademark License contained inthe Legal Appendix. The mention of or reference to any company o product in ‘these pages isnot a challenge othe trademark or copyright concerned. Dungeons and Dragons and Wizarés ofthe Coast are ademas of Wizards ofthe Coat, andar sein accordance with ‘the Open Game and D20 Trademark Licenses contained in the Legal Appendix A> “sone the spe fr stings, cha tn hemes. AL myc and pra NECROMANCER clement are Sct and intended for entrainment parposes only, Render drei ie avid GAMES ‘THIRD EDITION RULES FIRST EDITION FEEL (Check out Necromancer Games cnline st Inpro neeromancergumes com ‘And check ou the Trl! Lond online at Iagpewetollords com SCANNED IN THE USA. CLEANED BY GLUMAG. Introduction Harken closer and have fear, for in your hands are three adventures from the pit of your deepest nightmares. These fantasy adventures of the macabre are sure to challenge ‘your adventurers to the fullest extent of their abilities. Vampires & Liches, the second module in the Necro- ‘mancer Games “Lair” series, once again offers nefarious hhiding places for all good things that hearty adventurers crave the most: artifacts of power and armaments of de struction, Each dungeon ultimately hides a covetous prize: the hollow blade, the elemental belt, and the tome of mind ‘and body. You as the DM, however, should feel free to replace any of the items with ones fitting your specific ‘campaign. As with its predecessor, Demons & Devils, each of the three adventures gathered herein may be run independently or linked together to form an extended campaign, In Vampires & Liches, te party comes face to face with the most powerful of all the undead. Deep in a desert waste awaits a lost oasis and The Pyramid of Amra, ‘where the iron-clawed vampire C’nostetep rules in the name of his fell god, Set. Unknown to many, the head- ‘quarters of a widespread murder and slave syndicate lies hhidden beneath the ruins of an ancient city inthe Sewers of the Underguild, where Sangre commands his legions with the power of the hollow blade. Finally, the party travels to the fabled Isle of Eliphaz, where the mighty lich Athransma guards a powerful secret, unable to un- lock its true power. AS with Demons & Devils, the adventures in this module range in difficulty to challenge parties of levels 11th to 13th and higher, depending on the numbers and compo- sition of character classes in your adventuring group. While none of the adventures in this module could be considered “easy,” the Sewers of the Underguild may be considered the least strenuous of the three, The Pyra- mid of Amra escalates the difficulty, culminating in the insidious dangers posed by a pair of deceptive liches and a godlike elemental in the Isle of Eliphaz, Although the adventures in this module offer challenges and great prizes for rogue, monk, and druid characters, the knowledge and skills ofall members of the party are needed for the group to survive. Be for-warned, the en- counters herein do scar, and indeed kill. However, as cruel Cynosretep shall lam when the truth is brought to him at last by a party of intrepid adventurers: no one individual may persevere alone. Then again, C’nostetep may very ‘well feast upon the blood of al. Its up to your adventur- ers to find out! ‘The adventures in Vampires & Liches are designed to take place in far-off locales, where the lairs themselves are every bitas difficult to find as the treasures they guard, Finding the hidden entrance to the Sewers of the Underguild should not be a simple matter of leaving the local pub, taking a left at Green Hill Road, and walking till sundown. Suggested locations for each of the nefari- ‘ous lairs presented here are given at the introduction of each lair as a guide for the DM. Sewers of the Underguild Sewers of the Underguild is an adventure designed for characters of at least 11th level. Hidden within its narrow passages and filth-filled channels is a guild of ‘vampiric rogues, led by their master Sangre and his aide, Ankoz. Deadly traps abound, requiring the services of @ rogue with at least 10 ranks in Disable Device and Search, Due to the high likelihood of desperate combat with nu- ‘merous vampiric and monstrous opponents, itis suggested that a cleric and at least two fighters be prepared to beat back the many watchdog monsters the guild employs. You can hide the locales in Sewers of the Underguild in any ‘ruin or location that fits your campaign purposes. A thriv- ing metropolis that just happens to have a large crime and vampire problem would fit the bill nicely Legend of the Underguild ‘Test knownas the SeversoftheUndeguild isthe songhol of he infanows Undergl an organized re yan ruled by Suse te Hand of Death From Within ie severstonghl, he Undepuldhsseteed cutis laved fingers ote highest ois of power in the lands The Unde aes net only in stalen mr hands, ba also in slaves and infomation Thi p- trator, being vampires, hve te imate bit oper