Ghostwalk.pdf
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Pobierz
Ghostwalk - Campaign Option
GHOSTWALK
Monte Cook and Sean K Reynolds
DEVELOPER
Stan!
ART DIRECTOR
Dawn Murin
COVER ART
Brom
INTERIOR ARTISTS
Thomas Baxa, Dennis Cramer,
Michael Dutton, Emily Fiegenschuh,
Jeremy Jarvis, David Martin, Puddnhead,
Vinod Rams, Wayne Reynolds,
Scott Roller, Ron Spencer
GRAPHIC DESIGNERS
Dawn Murin, Sean Glenn
GRAPHIC PRODUCTION SPECIALIST
Erin Dorries
PRODUCTION MANAGER
Chas DeLong
PROJECT MANAGER
Martin Durham
CARTOGRAPHER
Todd Gamble
E D I T O R
Thomas M. Reid
EDITORIAL ASSISTANCE
Del Laugel, Bill McQuillan,
Jennifer Clarke Wilkes
MANAGING EDITOR
Kim Mohan
CREATIVE DIRECTOR
Richard Baker
RPG CATEGORY MANAGER
Anthony Valterra
DIRECTOR OF RPG R&D
Bill Slavicsek
VICE PRESIDENT OF PUBLISHING
Mary Kirchoff
Playtesters: R
OB
B
ANE
, K
RISTIE
C
RAWFORD
, D
AVE
G
ERVAIS
, L
ISA
G
ORDON
, C
URT
G
OULD
, D
QNIEL
K
AUFMAN
, B
RIAN
L
ARABEE
, T
YSON
M
OYER
, A
LEX
W
EITZ
, J
ENNIFER
C
LARKE
W
ILKES
Special Thanks: J
OSHUA
C.J. F
ISCHER
, T
YSON
M
OYER
, J
ONATHAN
T
WEET
, W
ILLOW
T
ONER
, J
AMES
W
YATT
Resources: Sources for this work include the
F
ORGOTTEN
R
EALMS
®
Campaign Setting
by Ed Greenwood, Sean K Reynolds, Skip
Williams, and Rob Heinsoo;
Magic of Faerûn
by Sean K Reynolds, Angel Leigh McCoy, and Duane Maxwell;
Masters of the Wild
by
David Eckelberry and Mike Selinker;
Sword and Fist
by Jason Carl;
Defenders of the Faith
by Rich Redman and James Wyatt;
Tome and
Blood
by Bruce R. Cordell and Skip Williams;
Monster Compendium: Monsters of Faerûn
by James Wyatt and Rob Heinsoo; and
Oriental
Adventures
by James Wyatt.
Based on the original D
UNGEONS
&D
RAGONS
®
rules created by E. Gary Gygax and Dave Arneson, and the new D
UNGEONS
&D
RAGONS
game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
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Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Ghostwalk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The City of Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The
Ghostwalk
Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
To Live and Die and Live in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
The Ghostwalk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Creatures of the Undercity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
The Spirit Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
The Hidden Palace Glen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
The Monastery of Kreel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Howling Vale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
Chapter 3: The
Ghostwalk
Campaign . . . . . . . . . . . . . . . . . . . . . . 115
Starting a
Ghostwalk
Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Thematic Campaigns in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
PCs in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
The Undercity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
The Enemies of Manifest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
The Organizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Yuan-Ti . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Undead. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Beyond the Veil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
The True Afterlife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
The Land of the Dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
The Soulwaters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
The Wandering Isles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
The Veil Island . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Deeran’s House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
The Isle of the Five . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Fortress of Trun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Inserting Manifest into an Existing Campaign . . . . . . . . . . . . . . . . . . . . 134
Chapter 1: All About Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Rules for Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Souls and Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
Ghost Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Physical Death and Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
The Faces of Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
Adventuring and Ghost Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Possession . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Ghost Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
New Classes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Eidolon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Eidoloncer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Arboreal Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
Bone Collector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Deathwarden Chanter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
Ghost Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Changes to the Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
New Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62
Chapter 4: Countries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Bazareene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Hikirian Peninsula . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Salkiria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
Sura-Khiri . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
The Demiplane Known as Coil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Tereppek. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Thurkasia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Xaphan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Chapter 2: The City of Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
The History of Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74
Magic in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Gods of Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Aluvan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Chaniud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Dracanish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Durann . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Eanius . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Galaedros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83
Khostren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Nessek . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Orcus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85
Phaant . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Soggelos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Tephaneron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
Uhanam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Wyst . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
The Living and the Dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
Races in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90
Adventurers in Manifest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
The City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
The Portal Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
The Tombyards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Phantom Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Merchant Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Forestview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99
City Government and Laws . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100
Crime and Punishment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Other Groups and Organizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Guild of Morticians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Yisa-Khardomas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
The Arboreal Guardians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
The Knights of the Quiet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103
Piran Sedestadel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
The Necromancers of Night Alley. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104
The Golden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
The Mercantile League. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
The Undercity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
The Catacombs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106
Chapter 5: Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Artaaglith (Demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Bonesinger (Template) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Dread Ram . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Ectoplasmic Vermin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
Fire Spectre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Ghost (Template) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Ghosteater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Monstrous Vampire (Template) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Mumia (Template) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Necroplasm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
Spectral Steed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Spirit Tree. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Undead Martyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
Yuan-Ti (Template). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
Chapter 6: Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Touch and Go . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
(1st-level characters)
For Absent Friends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
(4th-level characters)
Kinship of Vermin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
(5th-level characters)
The Devil’s Cellar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
(6th-level characters)
Lair of the Crippled One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
(7th-level characters)
Lair of the Eyeless Lady . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
(9th-level characters)
Morbid Maze. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
(12th-level characters)
Appendix: Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223
3
Introduction
Thron’s whole body ached. He had begun this ride well before
dawn, and the sun now hung just above the western edge of
the Spirit Wood—a place his grandfather had warned him
about. When a crossroad came into view, he stopped. This
new road ran west to Salkiria and east into the forest, even-
tually reaching the “ghost city.”
“Greetings, southerner. You look like you’re new here,” a
tiny voice called out in the Trade Tongue. A female halfling
reined her tan pony to a halt as she came to the crossroad.
She seemed to be headed toward the city.
“Yes, I have never been to this place before. I am Thron, of
the Klun barony. Who are you?”
“I am Hanlee. I live in the city. Why don’t we ride together
and I can tell you what to expect?” she said, nudging her
pony eastward along the road.
Thron grunted his acceptance.
“Are you coming to Manifest for a reason?” the halfling
asked him as they entered the Spirit Wood.
Thron did not speak for long moments. He had no trust for
cities or anyone who lived in them, but he knew precious
little about this strange place, and his grandfather had
warned him to try his best not to seem like a fool. Such a
demeanor was dangerous in the city of Manifest. This
halfling could, if nothing else, tell him where to begin his
search.
“I make this journey for my grandfather. He died a week
ago—I carry his bones.” They were both silent for a moment.
“He said he would see me in Manifest.”
place, getting there is not just the metaphysical jour-
ney it might be in some settings, or even the magical,
extraplanar journey it would be in others. It is possible
for a character in this setting, living or dead, to physi-
cally travel underground and go to the land of the
dead. Of course, no living mortal has ever traveled to
the land of the dead and returned, so this strange land
remains an almost complete mystery to the living.
THE CITY OF MANIFEST
The city of Manifest is built around the entrance to
the land of the dead. Because of its proximity to that
mystical place, the city has some unique qualities.
First and foremost among them is that it is full of
ghosts—spirits that have traveled to the land of the
dead’s border but are not yet ready to leave behind
their former lives.
In most parts of the world, ghosts are incorporeal
and unable to affect the people and things around
them. But ghosts in the city are continually mani-
fested, whether they want to be or not (in fact, that’s
how the city got its name). It’s the place where the
living can meet, interact with, and touch the dead.
In Manifest, a ghost can pick up an object just as
though he or she were a living person with a body.
Likewise, a ghost can be felled by a sword or a spell
just as a living person would be. Ghosts have ecto-
plasmic forms that serve as their bodies, although
ectoplasmic forms do not have all the same properties
as normal physical bodies; for instance, ghosts don’t
need to eat.
Welcome to the
Ghostwalk
campaign, a high fantasy
roleplaying setting. In some very fundamental ways, it
is like many other campaigns for the D
UNGEONS
&
D
RAGONS
® game; it is a world with magic and monsters,
with gods and demons, and with tales of an afterlife
that waits for heroes and villains alike. Players create
PCs, DMs create adventures, and you bring them
together, resulting in great tales of daring heroism.
The one important difference in a
Ghostwalk
cam-
paign is this—when your character dies, you don’t
have to stop playing. Instead, you can keep the adven-
ture going, playing your character as a ghost and ben-
efiting from a whole new set of skills and abilities.
Ghosts in a
Ghostwalk
campaign are simply the spirits
of the dead. They do not “haunt” places or people the
way they do in other settings (although that word is
sometimes used to describe the home of a ghost).
Here, they are free-willed, free-roaming spirits. In
fact, some characters may enjoy themselves more as
ghosts than they did as living beings.
CAMPAIGN
In order to use this campaign option, you must also
have the
Player ’s Handbook,
the
D
UNGEON
M
ASTER
’s Guide,
and the
Monster Manual.
This book provides every-
thing you need to run a
Ghostwalk
campaign: Chapter
1 explains the mechanics of playing a ghost, Chapters
2–4 provide more details on the people and places in
a
Ghostwalk
campaign, Chapter 5 contains new mon-
sters, and Chapter 6 offers a series of adventures you
can use to kick off a campaign set in or near Manifest.
CLASSES
Below are some basic notes on how each standard
class in the D&D® game is represented in the world
near the Veil of Souls.
Barbarians
are rare around Manifest, usually hail-
ing from the Varlin Mountains near Bazareene. No
barbarians are native to the city. If they come from a
primitive tribe, they may (depending on the beliefs
and superstitions of their particular people) actually
be comfortable with the idea that they are surrounded
by ghosts. If their culture does not prepare them for
this bizarre interaction, barbarians are usually even
4
THE GHOSTWALK
Unlike in other settings, in a
Ghostwalk
campaign the
land of the dead is an actual physical locale—a place
deep within the earth that spirits literally travel to after
they die. Because the land of the dead is a physical
THE GHOSTWALK
more unnerved than most people the first time they
actually meet a ghost.
Barbarians who become ghosts often handle the
transition badly, and with violence, but once they take
to it, there are few problems.
Bards
are found almost everywhere, but they are
particularly common around the city of Manifest.
Where better to seek knowledge in the form of tales
and legends of old than among the ghosts of those
who lived in the past? Ghostly bards are often sad,
playing melancholy songs and telling stories of an
almost forgotten past.
Clerics
in and around Manifest serve either Aluvan
or Dracanish. Those not from the city of Manifest
often have a difficult time with the presence of the
ghosts, at least at first. Of course, when an ignorant
cleric attempts to turn ghosts in Manifest, the targets
usually just chuckle or scowl and sigh.
Ghost clerics are usually torn individuals. They
would like to pass on to the next world and meet the
god they have served so faithfully, yet there’s always
more work to be done in the mortal world.
Druids
are common in the areas around Manifest
because the city is situated in the middle of a sprawl-
ing forest with its own strong ties to the dead. Druids
come from far and wide to live in a wood where many
of the trees are or were intelligent beings. A great
many of the druids in the area belong to a group called
the Arboreal Guardians, who safeguard the sacred
trees of the Spirit Wood.
Ghost druids are rarely found in the city, since they
usually go off into the Spirit Wood—it is more com-
fortable for them.
Fighters
are common most everywhere you go,
and in Manifest, it’s no different. A great many of
these individuals (both living and ghost) can be
found in the Armed Yard, a practice and training facil-
ity. Being a ghost doesn’t always play to a fighter’s
strengths, so such a character often does not take the
transition well.
Monks
in the area are often brothers or sisters of
the Monastery of Kreel, located near Manifest. In the
city itself, they can often be found among the fighters
in the Armed Yard. Monks do not like fighting ghosts,
since ghosts do not have the anatomy and manner-
isms of the monks’ typical opponents. Monk ghosts,
on the other hand, are often quite deadly, using their
supernatural powers to augment their already highly
honed abilities.
Paladins
are uncommon in Manifest. Of the two
most commonly worshiped deities in the city, Dra-
canish does not inspire paladins, and Aluvan does so
only rarely. Paladins from outside the city who have
been taught that ghosts are “undead that ought to be
dispatched” have a difficult time, finding themselves
in the strange position of being on the wrong side of
the law. Even those who realize and accept the situa-
tion are occasionally uneasy in Manifest. Still others
adapt and have no problem working with or even
existing as ghosts, happily fighting against the evil
undead and necromancers that threaten the city from
time to time.
Rangers
rarely spend much time in Manifest itself,
but they are common in the area because of the Spirit
Wood. Many join the Arboreal Guardians, but most
members of that group are elves, half-elves, or
humans with some tie to elvenkind. Rangers of other
races rarely join the group, instead working alone.
Nevertheless, any ranger who knows anything about
the Spirit Wood knows that it can be quite dangerous,
particularly to those who do not show proper respect
to the Guardians.
Ghost rangers are extremely rare in the city. They
usually go off into the Spirit Wood, not to become a
part of it—unless they are elves or half-elves—but
because it is more fitting and comfortable for them.
Rogues
are common in Manifest. Those who
intend to practice much thievery should consider
joining the Golden, the local thieves’ guild. The
Golden does not care for nonguild thieves in its city.
Many rogues find that being a ghost is very helpful
to their profession. Not only are ghosts sneaky, but
many magic traps are set off only by the presence of
living beings. Of course, in Manifest, some mages take
that into account and develop traps that specifically
affect ghosts.
Sorcerers
in the area are sometimes members of
the Piran Sedestadel, a mages’ guild that specializes in
studying ghosts and magic related to ghosts. Other
sorcerers aren’t interested in “studying” anything,
since their spells come to them naturally. Sorcerers
often come from the land known as Tereppek.
Ghost sorcerers are fearsome, because their spells
often enhance and supplement a ghost’s already well-
developed supernatural powers.
Wizards
are more likely than sorcerers to join the
Piran Sedestadel, since they are, in general, more
interested in arcane studies. Wizards often come from
the land known as Tereppek. Ghost wizards are as dan-
gerous as ghost sorcerers, for the same reasons.
MAGIC
Magic is prevalent in a
Ghostwalk
campaign. Not only
do wizards and sorcerers abound, along with bards,
clerics, and all the other spellcasting classes, but
ghosts with supernatural abilities make up a signifi-
cant portion of the population. Manifest is a city
where trails of ectoplasm and randomly flying objects
are frequent sights.
When dealing with spells in the
Ghostwalk
cam-
paign, keep in mind that some spells affect ghosts dif-
ferently (or not at all). Chapter 1 offers details on how
existing spells work in this setting, as well as some
new spells that specifically deal with
Ghostwalk
ghosts
(which are, of course, different from the standard
undead ghosts in the
Monster Manual
).
5
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