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GHOSTWALK
Monte Cook and Sean K Reynolds

D E V E L O P E R A R T D I R E C T O R
Stan! Dawn Murin
E D I T O R C O V E R A R T
Thomas M. Reid Brom
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G R A P H I C D E S I G N E R S
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R P G C A T E G O R Y M A N A G E R
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D I R E C T O R O F R P G R & D P R O J E C T M A N A G E R
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620_88566_Ghostwalk3.qxd 4/2/03 4:46 PM Page 3

Contents
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The Ghostwalk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 110
Creatures of the Undercity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
The Spirit Wood . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 113
The Ghostwalk . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 The Hidden Palace Glen . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
The City of Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 The Monastery of Kreel . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
The Ghostwalk Campaign . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4 Howling Vale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
To Live and Die and Live in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Chapter 3: The Ghostwalk Campaign . . . . . . . . . . . . . . . . . . . . . . 115
Chapter 1: All About Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Starting a Ghostwalk Campaign. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Rules for Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Thematic Campaigns in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Souls and Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 PCs in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Ghost Traits . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Physical Death and Ghosts . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 The Undercity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118

CONTENTS
TABLE OF
The Faces of Death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 The Enemies of Manifest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Adventuring and Ghost Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 The Organizations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Possession . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 119
Ghost Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Yuan-Ti . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
New Classes. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Undead. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
Eidolon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Beyond the Veil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Eidoloncer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 The True Afterlife . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Arboreal Guardian . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 The Land of the Dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Bone Collector . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 The Soulwaters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
Deathwarden Chanter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 The Wandering Isles. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Ghost Slayer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 The Veil Island . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Deeran’s House . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Feats. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 The Isle of the Five . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Changes to the Rules. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 Fortress of Trun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42 Inserting Manifest into an Existing Campaign . . . . . . . . . . . . . . . . . . . . 134
New Magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
Spell Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49 Chapter 4: Countries . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Magic Items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 62 Bazareene . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
Hikirian Peninsula . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 138
Chapter 2: The City of Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Salkiria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 139
The History of Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 74 Sura-Khiri . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 143
Magic in Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 The Demiplane Known as Coil . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 145
Gods of Manifest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78 Tereppek. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 147
Aluvan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Thurkasia . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 151
Chaniud . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Xaphan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 154
Dracanish. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81
Durann . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Chapter 5: Monsters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Eanius. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82 Artaaglith (Demon) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 157
Galaedros . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 83 Bonesinger (Template) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
Khostren . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Dread Ram. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 160
Nessek . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84 Ectoplasmic Vermin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 161
Orcus . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 85 Fire Spectre . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 162
Phaant. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Ghost (Template) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 163
Soggelos . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86 Ghosteater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
Tephaneron . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87 Monstrous Vampire (Template) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 166
Uhanam . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Mumia (Template) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 167
Wyst . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88 Necroplasm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
The Living and the Dead . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89 Spectral Steed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 169
Races in Manifest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 90 Spirit Tree. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 170
Adventurers in Manifest. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Undead Martyr . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 172
The City . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 91 Yuan-Ti (Template). . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 173
The Portal Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
The Tombyards . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Chapter 6: Adventures . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Phantom Hill . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97 Touch and Go . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 177
Merchant Ward . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98 (1st-level characters)
Forestview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 99 For Absent Friends . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 182
City Government and Laws. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 100 (4th-level characters)
Crime and Punishment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 Kinship of Vermin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Other Groups and Organizations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 (5th-level characters)
Guild of Morticians. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101 The Devil’s Cellar . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Yisa-Khardomas . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102 (6th-level characters)
The Arboreal Guardians . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 Lair of the Crippled One . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 210
The Knights of the Quiet. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 103 (7th-level characters)
Piran Sedestadel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 Lair of the Eyeless Lady . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 212
The Necromancers of Night Alley. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 104 (9th-level characters)
The Golden . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 Morbid Maze. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 217
The Mercantile League. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105 (12th-level characters)
The Undercity. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
The Catacombs. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 106 Appendix: Glossary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 223

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place, getting there is not just the metaphysical jour-


Introduction
Thron’s whole body ached. He had begun this ride well before
ney it might be in some settings, or even the magical,
extraplanar journey it would be in others. It is possible
dawn, and the sun now hung just above the western edge of for a character in this setting, living or dead, to physi-
the Spirit Wood—a place his grandfather had warned him cally travel underground and go to the land of the
about. When a crossroad came into view, he stopped. This dead. Of course, no living mortal has ever traveled to
new road ran west to Salkiria and east into the forest, even- the land of the dead and returned, so this strange land
tually reaching the “ghost city.” remains an almost complete mystery to the living.
“Greetings, southerner. You look like you’re new here,” a
INTRODUCTION

tiny voice called out in the Trade Tongue. A female halfling


reined her tan pony to a halt as she came to the crossroad. THE CITY OF MANIFEST
She seemed to be headed toward the city. The city of Manifest is built around the entrance to
“Yes, I have never been to this place before. I am Thron, of the land of the dead. Because of its proximity to that
the Klun barony. Who are you?” mystical place, the city has some unique qualities.
“I am Hanlee. I live in the city. Why don’t we ride together First and foremost among them is that it is full of
and I can tell you what to expect?” she said, nudging her ghosts—spirits that have traveled to the land of the
pony eastward along the road. dead’s border but are not yet ready to leave behind
Thron grunted his acceptance. their former lives.
“Are you coming to Manifest for a reason?” the halfling In most parts of the world, ghosts are incorporeal
asked him as they entered the Spirit Wood. and unable to affect the people and things around
Thron did not speak for long moments. He had no trust for them. But ghosts in the city are continually mani-
cities or anyone who lived in them, but he knew precious fested, whether they want to be or not (in fact, that’s
little about this strange place, and his grandfather had how the city got its name). It’s the place where the
warned him to try his best not to seem like a fool. Such a living can meet, interact with, and touch the dead.
demeanor was dangerous in the city of Manifest. This In Manifest, a ghost can pick up an object just as
halfling could, if nothing else, tell him where to begin his though he or she were a living person with a body.
search. Likewise, a ghost can be felled by a sword or a spell
“I make this journey for my grandfather. He died a week just as a living person would be. Ghosts have ecto-
ago—I carry his bones.” They were both silent for a moment. plasmic forms that serve as their bodies, although
“He said he would see me in Manifest.” ectoplasmic forms do not have all the same properties
as normal physical bodies; for instance, ghosts don’t
Welcome to the Ghostwalk campaign, a high fantasy need to eat.
roleplaying setting. In some very fundamental ways, it
is like many other campaigns for the DUNGEONS &
DRAGONS® game; it is a world with magic and monsters, THE GHOSTWALK
with gods and demons, and with tales of an afterlife CAMPAIGN
that waits for heroes and villains alike. Players create In order to use this campaign option, you must also
PCs, DMs create adventures, and you bring them have the Player’s Handbook, the DUNGEON MASTER’s Guide,
together, resulting in great tales of daring heroism. and the Monster Manual. This book provides every-
The one important difference in a Ghostwalk cam- thing you need to run a Ghostwalk campaign: Chapter
paign is this—when your character dies, you don’t 1 explains the mechanics of playing a ghost, Chapters
have to stop playing. Instead, you can keep the adven- 2–4 provide more details on the people and places in
ture going, playing your character as a ghost and ben- a Ghostwalk campaign, Chapter 5 contains new mon-
efiting from a whole new set of skills and abilities. sters, and Chapter 6 offers a series of adventures you
Ghosts in a Ghostwalk campaign are simply the spirits can use to kick off a campaign set in or near Manifest.
of the dead. They do not “haunt” places or people the
way they do in other settings (although that word is CLASSES
sometimes used to describe the home of a ghost). Below are some basic notes on how each standard
Here, they are free-willed, free-roaming spirits. In class in the D&D® game is represented in the world
fact, some characters may enjoy themselves more as near the Veil of Souls.
ghosts than they did as living beings. 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
THE GHOSTWALK primitive tribe, they may (depending on the beliefs
Unlike in other settings, in a Ghostwalk campaign the and superstitions of their particular people) actually
land of the dead is an actual physical locale—a place be comfortable with the idea that they are surrounded
deep within the earth that spirits literally travel to after by ghosts. If their culture does not prepare them for
they die. Because the land of the dead is a physical this bizarre interaction, barbarians are usually even
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more unnerved than most people the first time they adapt and have no problem working with or even
actually meet a ghost. existing as ghosts, happily fighting against the evil
Barbarians who become ghosts often handle the undead and necromancers that threaten the city from
transition badly, and with violence, but once they take time to time.
to it, there are few problems. Rangers rarely spend much time in Manifest itself,
Bards are found almost everywhere, but they are but they are common in the area because of the Spirit
particularly common around the city of Manifest. Wood. Many join the Arboreal Guardians, but most
Where better to seek knowledge in the form of tales members of that group are elves, half-elves, or
and legends of old than among the ghosts of those humans with some tie to elvenkind. Rangers of other

INTRODUCTION
who lived in the past? Ghostly bards are often sad, races rarely join the group, instead working alone.
playing melancholy songs and telling stories of an Nevertheless, any ranger who knows anything about
almost forgotten past. the Spirit Wood knows that it can be quite dangerous,
Clerics in and around Manifest serve either Aluvan particularly to those who do not show proper respect
or Dracanish. Those not from the city of Manifest to the Guardians.
often have a difficult time with the presence of the Ghost rangers are extremely rare in the city. They
ghosts, at least at first. Of course, when an ignorant usually go off into the Spirit Wood, not to become a
cleric attempts to turn ghosts in Manifest, the targets part of it—unless they are elves or half-elves—but
usually just chuckle or scowl and sigh. because it is more fitting and comfortable for them.
Ghost clerics are usually torn individuals. They Rogues are common in Manifest. Those who
would like to pass on to the next world and meet the intend to practice much thievery should consider
god they have served so faithfully, yet there’s always joining the Golden, the local thieves’ guild. The
more work to be done in the mortal world. Golden does not care for nonguild thieves in its city.
Druids are common in the areas around Manifest Many rogues find that being a ghost is very helpful
because the city is situated in the middle of a sprawl- to their profession. Not only are ghosts sneaky, but
ing forest with its own strong ties to the dead. Druids many magic traps are set off only by the presence of
come from far and wide to live in a wood where many living beings. Of course, in Manifest, some mages take
of the trees are or were intelligent beings. A great that into account and develop traps that specifically
many of the druids in the area belong to a group called affect ghosts.
the Arboreal Guardians, who safeguard the sacred Sorcerers in the area are sometimes members of
trees of the Spirit Wood. the Piran Sedestadel, a mages’ guild that specializes in
Ghost druids are rarely found in the city, since they studying ghosts and magic related to ghosts. Other
usually go off into the Spirit Wood—it is more com- sorcerers aren’t interested in “studying” anything,
fortable for them. since their spells come to them naturally. Sorcerers
Fighters are common most everywhere you go, often come from the land known as Tereppek.
and in Manifest, it’s no different. A great many of Ghost sorcerers are fearsome, because their spells
these individuals (both living and ghost) can be often enhance and supplement a ghost’s already well-
found in the Armed Yard, a practice and training facil- developed supernatural powers.
ity. Being a ghost doesn’t always play to a fighter’s Wizards are more likely than sorcerers to join the
strengths, so such a character often does not take the Piran Sedestadel, since they are, in general, more
transition well. interested in arcane studies. Wizards often come from
Monks in the area are often brothers or sisters of the land known as Tereppek. Ghost wizards are as dan-
the Monastery of Kreel, located near Manifest. In the gerous as ghost sorcerers, for the same reasons.
city itself, they can often be found among the fighters
in the Armed Yard. Monks do not like fighting ghosts, MAGIC
since ghosts do not have the anatomy and manner- Magic is prevalent in a Ghostwalk campaign. Not only
isms of the monks’ typical opponents. Monk ghosts, do wizards and sorcerers abound, along with bards,
on the other hand, are often quite deadly, using their clerics, and all the other spellcasting classes, but
supernatural powers to augment their already highly ghosts with supernatural abilities make up a signifi-
honed abilities. cant portion of the population. Manifest is a city
Paladins are uncommon in Manifest. Of the two where trails of ectoplasm and randomly flying objects
most commonly worshiped deities in the city, Dra- are frequent sights.
canish does not inspire paladins, and Aluvan does so When dealing with spells in the Ghostwalk cam-
only rarely. Paladins from outside the city who have paign, keep in mind that some spells affect ghosts dif-
been taught that ghosts are “undead that ought to be ferently (or not at all). Chapter 1 offers details on how
dispatched” have a difficult time, finding themselves existing spells work in this setting, as well as some
in the strange position of being on the wrong side of new spells that specifically deal with Ghostwalk ghosts
the law. Even those who realize and accept the situa- (which are, of course, different from the standard
tion are occasionally uneasy in Manifest. Still others undead ghosts in the Monster Manual).
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MONSTERS
The spirits of all intelligent humanoids, except elves TO LIVE AND DIE
and half-elves, come through Manifest when they die. AND LIVE IN MANIFEST
A great many of the bestial races (bugbears, gnolls, This book contains a full campaign setting, but the
and lizardfolk, among others) fear the whole area city of Manifest can just as easily be transplanted
above the entrance to the land of the dead. Only a rare into whatever world your current D&D campaign
few living members of these races ever bring the occupies. Chapter 3 contains advice for adapting it
bodies of some of their fallen to Manifest or come to to both the FORGOTTEN REALMS® and GREYHAWK® set-
interact with ghosts before those spirits depart. For tings. However you use it, the Ghostwalk campaign
INTRODUCTION

the most part, monstrous humanoids come to Mani- option adds a new dimension and fascinating possi-
fest in disguise in order to avoid confrontations with bilities to any D&D campaign.
the City Watch. The Lair, found in the section of Man-
ifest known as the Tombyards, is an underground sup- The city came into view, a double-humped hill covered by
port network providing goods, guidance and general homes, businesses, and gardens. Manifest had no city wall,
aid to these creatures (for an exorbitant price). but a sparkling river nearly two hundred feet across guarded
One notable exception is the Tyuug-Numau orc the approach. Nearly straight ahead, at the far side of a long,
tribe, which wanders the region outside the Spirit many-arched stone bridge, was a huge tower of black stone.
Wood. The city of Manifest has had to drive off the The thing was taller than any man-made object Thron had
Tyuug-Numau a number of times—the orcs are un- ever seen, and its surface was decorated with statues too
ruly and extremely violent, since they place almost small to be recognized at this distance. As Thron looked
no value on life. Fortunately, the orcs are truly terri- around, he noticed that all the buildings seemed to be simi-
fied of the Spirit Wood and refuse to move through larly covered with statuary.
the forest except in very rare cases. “Close your mouth, Thron. I know the Grand Portal is
The Spirit Wood is full of all sorts of monsters, pri- impressive, but you’re going to stand out if you gawk.”
marily dire animals and magical beasts. The grounds The barbarian’s jaw snapped shut.
around Manifest have some strange monsters unique “Let’s go inside.” Hanlee kicked her pony into a trot, and
to the area, including something called a “ghost eater.” Thron followed.
“If you like, Thron, I can take you to a shrine so you can
Yuan-Ti make an offering. But I think you should go to the Registry
The greatest monster threat comes from the yuan-ti. first.”
Being abominations in humanoid shape rather than “The Registry?”
true humanoids, the yuan-ti do not have the kind of “The place where ghosts usually record their names so that
souls that can manifest after death. When they die, anyone trying to meet them knows they are here. And people
they pass directly to the land of the dead. While this is like you can record where you’re staying so your ghost rela-
true of all aberrations, the yuan-ti long ago took eter- tive knows where to find you.”
nal, unbelievably intense umbrage to this fact. As a “How far away is this Registry?”
race, they wish nothing less than the destruction of “Only a few blocks,” the halfling said. “We just have to go
Manifest and all the ghosts there. up Phantom Hill a bit—”
“Wait!” Thron dismounted suddenly. “I do not think I will
Undead need the Registry after all.” He walked his horse toward a
Necromancy of any type is frowned upon in Manifest, white-haired old man wearing worn leather. The elder con-
and animating the dead is strictly forbidden by law. versed with a younger man in similar attire. A small collec-
Still, the city is an almost irresistibly large source of tion of dust, leaves, twigs, and other small items swirled
raw material for necromancers interested in both about the elder’s feet, and a faint blur seemed to trail behind
dead bodies and the ghosts themselves. Thus, the the younger man whenever he moved. As Thron drew closer,
necromancers hidden away beneath the city (or even the light of the setting sun hit the pair at an odd angle and
in far-off Xaphan) send their undead creations into he could actually see right through their bodies.
the streets of Manifest to carry out their dark tasks. They were both ghosts.
Sometimes, however, undead are not created by a The old man turned and smiled as the barbarian
spell but are generated spontaneously. Since people approached. “Thron!”
here know that the dead person should have become “Hello, Grandfather. It is good to see you again.” He
a ghost, they take the appearance of such an undead extended his left hand in the traditional respectful greeting
very badly—it’s not just horrific, it’s also spiritually of his people.
revolting. Undead hunters are frequently more zeal- The old man clasped Thron’s arm at the wrist. His grip
ous in Manifest than elsewhere, for they see undead as was solid, but cooler to the touch than it had been in life.
the greatest form of perversion. “I am glad and honored that you came. Now,” he said, ges-
turing to the younger ghost, “I want you to meet your father.”

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he Ghostwalk campaign uses the DUNGEONS & DRAGONS


rules found in the Player’s Handbook and DUNGEON
MASTER’s Guide. If you’ve ever played in a D&D game,
then you know most of what you need to in order to
jump right into adventures set in the city of Manifest.
However, there are a few important distinctions, plus
some new spells, feats, prestige classes, equipment, and
more material designed specifically with the Ghostwalk
campaign in mind.

RULES FOR GHOSTS


This section describes the general rules for handling
ghosts in the Ghostwalk campaign.

SOULS AND GHOSTS


Every living thing has a soul—the essence that is not
tied to its physical body. When a creature dies, its soul
continues to exist and eventually passes on to the after-
life. Less intelligent or self-aware creatures, such as
most animals and some magical beasts, have very weak
souls, and when they die, their souls immediately enter
the realm of the dead.
Most other kinds of creatures’ souls lack the special
qualities necessary to remain on this side of the afterlife
and become ghosts. Aberrations, constructs, dragons,
elementals, fey, giants, magical beasts, monstrous
humanoids, oozes, outsiders, plants, shapechangers,
undead, and vermin simply pass on to the True Afterlife
when they die, although some kinds of magic may
allow their souls to temporarily remain as ghosts. Some
of these creatures accept this as the natural order, but
others envy humanoids their strange gift and seek to
eliminate them.
Unlike animals or most other types of creatures, intel-
ligent humanoids have unusual souls that are capable of
enduring outside a living body for an indefinite time.
These disembodied souls can remain indefinitely, exist-
ing as ghosts.
Note: A creature assuming another form with magic
uses its original form to determine if its soul can
become a ghost when it dies. For example, a yuan-ti
polymorphed into the form of a human does not gain
the ability to become a ghost if it is slain, and an elf
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using shapechange to assume dragon form does not pass flesh. Different ghosts meet this need in different
immediately to the True Afterlife if slain. The soul ways—massage, sex, or self-mutilation are common
determines the result, not the physical body. methods—but they always seek intense sensations to
overcome their dim senses.
GHOST TRAITS Home: The ghost has an attachment to a particular
Although ghosts do not need to breathe, eat, or do building or place and must spend at least 8 continuous
most other things that living beings do, every ghost hours at that place to feel normal. The ghost may haunt
has an unusual attachment to one aspect of its former the site (if it has appropriate ghost powers), guard it,
life. Ghosts feel strange urges to eat food they enjoyed repair it, or perform any other obvious activity (the
when living, to visit people or places they knew in life, trait is about being recognized as part of that place, in
CHAPTER 1:
ALL ABOUT

or to engage in the same recreational activities they addition to merely being there). The chosen site is
GHOSTS

did when living. These urges are not magically normally one associated with the death of the person,
induced and are not a curse or a disease that can be or some place to which she had a strong attachment in
removed with magic (although a calm emotions spell life. People killed far from Manifest rarely acquire this
suppresses the urge for the duration), but simply an ghost trait, or, if they do, they never make it to the city.
extension and exaggeration of part of the ghost’s actual Ocular: The ghost is obsessed with certain sights or
life. These urges, called ghost traits by the people of images of certain creatures, places, or things. A ghost
Manifest, usually take the following forms. needs to observe the chosen sight for at least 1 hour
Auditory: The ghost has an unusual attachment to a without serious distractions (such as participating in
particular kind of sound or noise. A ghost might need combat, magical research, or anything that requires
to hear the pounding surf, a particular musical instru- concentration) to satisfy this habit. If the sight is a
ment played at great volume, or people arguing. Some person, the ghost may be thought to be a malevolent
evil ghosts have acquired a need to hear people scream- haunt or stalker. People, buildings, landmarks, or a
ing, so they kidnap and torture victims to meet this kind of monster are all appropriate targets, as are dra-
need. Other ghosts have a taste for magically created matic visual events such as a popular play, a burning
sounds and hire illusionists or use magic items to building, or an earnest lethal combat. Sometimes a sur-
create these exotic sounds. rogate obsession (such as a person that resembles the
Hunger: The ghost needs to eat large quantities of target or an illusion of a burning building instead of an
food on a regular basis. Unlike with the oral trait, the actual fire) is satisfactory for the purpose of meeting
emphasis is on quantity rather than quality, and it’s this need.
not the taste that matters. Since a ghost doesn’t feel Oral: The ghost fixates on food and needs to eat a
discomfort from eating too much (without a stomach significant meal that it can actually taste on a regular
it’s not possible to feel stomach pains), he is free to basis. Because ghost senses are dulled, this is usually
gorge himself, and he can only satisfy this urge by strong and spicy fare and the same kind of food the
eating enough food in one sitting to sate a very large person enjoyed when alive. For example, a ghost who
and gluttonous person (typically three full meals’ was fond of steaks in life might feel the need to eat a
worth of food). steak laden with peppers and garlic and marinated in
Flesh: The ghost has cravings for sensations of the a strong wine. In some cases, the craving is for exotic

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A GHOST IS NOT A GHOST Whenever this book refers to a “ghost,” it is not talking
The Monster Manual describes a ghost as a restless spirit that about a Monster Manual ghost. In fact, because being a ghost
for some reason cannot give up its ties to the living and is so common and easily achieved, the ghosts described in the
haunts a particular location or item. These ghosts are undead Monster Manual are almost unheard of. The few references in
creatures of many different types (humanoids, giants, magical literature that speak of these undead ghosts refer to them as
beasts, and so on) and have many strange powers that make “undead skulkers,” “undead haunts,” or “undead spirits,” and
them incredibly dangerous combatants. Furthermore, killing have problems differentiating between them and other incor-
them is usually only a temporary solution, for they rejuvenate poreal undead such as spectres and wraiths. These references
and return to their old haunts. and the people of this world never confuse these creatures with
The ghosts described in this book are not that kind of ghost. the sort of ghosts who inhabit Manifest.
Ghosts in the Ghostwalk campaign are merely the souls of To avoid confusion and preserve the flavor of this campaign,
living creatures (humanoids, with only a few exceptions) undead ghosts should rarely, if ever, be used in the context of a
existing in another state. They are not tied to one site, do game. The line between the spiritual dead (ghosts) and undead
not suddenly gain a suite of fantastic powers, and—most of any kind is a strong one in this setting, and including an
important—are not undead. They are simply people with a undead sort of ghost blurs that line and reduces some of the
slightly different shape. impact of all undead being evil.
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foods, such as displacer beast meat, shambler leaves, or some ghosts have developed an odd taste for conven-
the fruit from spirit trees. tional poisons (which are harmless to ghosts).
Personal: This trait is similar to the ocular trait with
respect to a person as the target, except the interest A ghost who does not indulge its trait at least once a
goes beyond simply watching the target. The ghost col- week takes a –1 penalty on attack rolls, saves, and skill
lects objects the person has touched or owned, lingers and ability checks. Upon indulging the trait, this
near his home or workplace when he isn’t around, penalty goes away and does not return until the ghost
dresses in a similar manner as the target, and so on. has gone without for another full week. A trait does
Rarely does the ghost seek to communicate with or not keep a ghost from being subject to the Calling, and
harm the target, and sometimes a ghost has been in fact, if the ghost avoids indulging his need for more

CHAPTER 1:
ALL ABOUT
known to come to the aid of the target if trouble occurs. than 1 month, he must make a Wisdom check every

GHOSTS
Scent: The ghost becomes particularly attached to a day (DC 15 + number of weeks spent avoiding the
particular scent. The ghost surrounds herself with that need + ghost’s number of levels in the eidolon class) or
scent, places scented objects in her home, and prefers immediately succumb to the Calling.
to visit places that have that scent. Since a ghost’s A person who shifts between being a living person and
senses are muted, this means that nonghosts in the a ghost (as some adventurers do) usually, but not always,
vicinity are nearly overwhelmed by the strength of the ends up with the same trait he had the last time he was a
scent. Typical odors favored by ghosts are flowers, tea, ghost. When a ghost’s trait changes, it is usually because
mint, cinnamon, meat, and fruit. the manner of death was closely associated with the
Thirst: Similar to the oral trait, except that the ghost’s previous trait. For example, a former ghost who
emphasis is on beverages rather than meals. To satiate had the oral trait or hunger trait that is killed by being
this need, the ghost must drink at least 1 gallon of a swallowed whole by a monster probably would have a
drink it can actually taste. With a ghost’s dulled senses, different trait upon becoming a ghost, and a former
this is usually a hot, intoxicating, or spiced drink, and ghost who had the ocular trait might return as a ghost

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ETHEREAL, INCORPOREAL, OR MANIFESTED FULLY extends from the Veil itself (several hundred feet below the
When an intelligent humanoid dies, its soul becomes a ghost surface) to the land’s surface, and outward to the ring of
in one of three possible physical states. A newly dead person’s ancient trees that surround the city. Within the Manifest Ward,
soul initially appears on the Ethereal Plane and lingers as an a ghost is forced to become solid on the Material Plane, a state
ethereal ghost while she decides whether to pass on or remain. that is called fully manifested. Certain spells, magic items, and
While in this ethereal state, another creature that exists on or feats duplicate the effects of the Manifest Ward on a limited
enters the Ethereal Plane can interact with her normally, as if or temporary basis, allowing ghosts to manifest fully in more
she were a solid creature. To creatures on the Material Plane, remote locations.
ethereal ghosts are invisible, insubstantial, inaudible, and
scentless. A ghost in an ethereal state follows all the rules for FULLY MANIFESTED CREATURES
ethereal creatures (see the DUNGEON MASTER’s Guide). While an A ghost or other incorporeal creature that is forced to manifest
ethereal ghost can remain on the Ethereal Plane indefinitely, fully is solid, has weight, and is no longer insubstantial. She
most eventually choose to manifest on the Material Plane (the can be harmed by normal weapons, and she loses her incor-
Ethereal Plane is a dangerous place, after all). poreal miss chance and all other benefits and abilities of being
Once an ethereal ghost manifests on the Material Plane, it incorporeal, including her natural deflection bonus from her
exists in one of two possible states: incorporeal or fully mani- Charisma bonus. She is still an outsider and a ghost and takes
fested. An incorporeal ghost is the default state of existence, damage from ghost poisons and ghost bane weapons. She can
and it follows the rules for incorporeal creatures (see the manipulate and wear normal (non-ghost touch) and magic
DUNGEON MASTER’s Guide). A ghost can exist in a fully mani- equipment just as easily as a living character can.
fested state only while within the Manifest Ward or with the Any incorporeal creature that is forced to manifest fully gains
aid of certain magic items, spells, or feats. a natural armor bonus equal to the deflection bonus it naturally
In the Ghostwalk campaign, once an ethereal ghost mani- had when it was incorporeal. For example, a ghost with a 13
fests on the Material Plane, it cannot become ethereal again Charisma would normally have a +1 deflection bonus to Armor
without the aid of magic. Class when incorporeal. When manifested fully, the ghost
instead has a +1 natural armor bonus. Likewise, a shadow
THE MANIFEST WARD normally has a +1 deflection bonus to its Armor Class but,
The city of Manifest is built over a place called the Veil of Souls— when manifested fully, it loses its deflection bonus and instead
a supernatural door that separates the world of the living from has a +1 natural armor bonus to its Armor Class. Deflection
the world of the dead. The Veil is the weakest point along the bonuses from spells, magic items, or any other source other
barrier between these two worlds, and there are substantive than the creature’s natural state do not translate to natural
effects near it. A phenomenon known as the Manifest Ward armor bonuses.
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with a different trait after being killed by a medusa. daily uses of magical powers (such as wild shape), and
A ghost’s trait should be chosen by the Dungeon so on. Ghosts in an ethereal state may move in any
Master to reflect something in the creature’s life or direction on the Ethereal Plane at their normal speed
nature. Rarely is a ghost’s trait something repulsive to and are subject to all rules pertaining to ethereal crea-
it or against its moral character. For example, a good tures (they can be seen with see invisibility, they are sub-
cleric is not likely to gain a scent trait for rotting meat, ject to force effects, and so on). Ghosts and other
and a teetotaler paladin is not likely to gain a thirst creatures on the Ethereal Plane heal normally from
trait for strong wine. rest and recover spells and special ability uses at the
same rate as living characters, so some ghosts choose
PHYSICAL DEATH AND GHOSTS to wait there for a few days before returning to the
CHAPTER 1:
ALL ABOUT

In order to become a ghost, a creature must be of a type Material Plane so they are not so vulnerable. Others
GHOSTS

that has the right kind of soul (such as humanoid). seek out safe havens in the city, such as the Hall of
Otherwise, the creature must be under the effects of Farewell (see Chapter 2: The City of Manifest), where
magic that prevents a dead creature’s soul from imme- ghosts may manifest without fear of attack.
diately entering the Veil of Souls (such as the ghost lock If a new ghost still in its ethereal state wishes to
spell). Ten minutes after the creature dies—whether return to the Material Plane, it may attempt a Wisdom
by age, disease, magic, or battle—its soul appears on check (DC 16) as soon as it appears on the Ethereal
the Ethereal Plane. The soul hovers on the Ethereal Plane, and every minute thereafter, until it succeeds.
Plane, and if the creature does not wish to remain as a Once the creature succeeds, it is forced out of the
ghost, it is carried off by the Ethereal Current, which Ethereal Plane and manifests as an incorporeal ghost
takes it across the Veil of Souls into the True Afterlife. on the Material Plane. Any spells or effects on the crea-
If the creature chooses to remain on this side of the ture’s physical body or mind are not carried over to the
Veil of Souls instead of passing on, it exists as an ethe- manifested ghost. Long-term magic that affects a body,
real ghost, and the character immediately gains the such as bestow curse, resumes its effects on the creature
ghost template (and if the ghost gains levels, these if it is ever raised from the dead.
levels must be in the eidolon or eidoloncer class—see Normally, a manifested ghost appears as it did when
later in this chapter). A newly formed ethereal ghost it died, complete with apparent wounds in its translu-
has 1 hit point. It retains all of its normal abilities, but cent body (see the Faces of Death sidebar). These
loses all prepared spells, unused spell slots, remaining wounds cause the ghost no discomfort but cannot be
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THE ETHEREAL CURRENT Wisdom check (DC 10). Success means the ghost is free of the
The Ethereal Plane is not a static, quiet place. The soul of any Ethereal Current and is on the Ethereal Plane in some random
person who dies first appears as a ghost on the Ethereal Plane, place within the Manifest Ward, and it can manifest on the
so the place is constantly moving with spirits (both the ghosts Material Plane in the normal fashion (as if it had just died).
of intelligent humanoids and the souls of other types of crea- Failure means the ghost misjudged the strength of the current
tures) on their way to the True Afterlife. Most make this jour- and is pushed into the True Afterlife.
ney with the help of the Ethereal Current, a supernatural force
that pushes ghosts toward the Veil of Souls. Likened by some CREATING A GHOST ABOVE 1ST LEVEL
to a strong wind or a powerful water current, the Ethereal When creating a ghost character of higher than 1st level,
Current allows ghosts to travel hundreds of miles in a second, assume the ghost has a disturbing appearance. Only in unusual
but only in the direction of the Veil of Souls. This allows ghosts circumstances does an adventurer character die in such a
to reach the True Afterlife without being preyed upon by ethe- manner as to warrant a normal appearance, and a player who
real monsters. The Ethereal Current is omnipresent on the wants to run such a character should have a very good expla-
Ethereal Plane, and by default begins carrying ghosts toward nation for those circumstances. Players may choose an appear-
the True Afterlife as soon as they appear on the Ethereal Plane. ance category that is worse than disturbing, of course.
What separates intelligent humanoids—who can choose to
remain in the Ethereal Plane as ghosts—from other creatures THE DEATH OF ELVES
is the ability to resist the Ethereal Current. Rather than passing to the True Afterlife, elves (including half-
Some people who wish to become ghosts but who die far elves) who die and choose not to become ghosts join with one
from the Veil of Souls choose to be conveyed toward the Veil of the spirit trees that encircle the city of Manifest. The elf is
(and Manifest) by the Ethereal Current, rather than immedi- drawn to a tree of similar alignment and becomes a part of the
ately manifesting on the Material Plane. It is the most rapid tree’s entourage of resting souls. In all other respects, an elf
method of reaching the city (and it avoids predators indige- who has passed on is the same as any other creature; bringing
nous to the Ethereal Plane), but it does have risk. Ethereal an elf back from the dead is no more difficult than reviving a
ghosts ride the Current until they are just short of the Veil itself, dead human. More information on spirit trees, their abilities,
then try to “jump out” at the last moment. This requires a and their guardians can be found in Chapter 5: Monsters.
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repaired without magic or certain feats that allow a its appearance is otherwise unaffected and does not
ghost to change appearance. The ghost also seems to give it any bonuses or penalties on checks.
be wearing clothing of the same type it wore when it Disturbing: The person died violently or in a man-
died, although this clothing is simply an unconscious ner that left obvious and recognizable marks on the
extension of the ghost body and cannot be removed or body, such as strangulation, most deaths from
altered. A ghost who is manifested fully or has ghost weapons, and localized magical attacks such as magic
touch clothing or equipment can easily cover this false missile spells. This category also applies for people
clothing, and after a week of wearing a new piece of who died from attacks that completely destroy the
clothing, the false clothing shapes itself after the body almost instantaneously, such as immersion in
actual clothing. lava or a disintegrate spell (victims of these attacks have

CHAPTER 1:
ALL ABOUT
an odd look about them and superficial injuries).

GHOSTS
THE FACES OF DEATH Most adventurer ghosts belong to this category. NPCs
Because a ghost normally appears as it did when it was interacting with a character in this category can never
killed, those who suffered violent deaths are usually start with an attitude better than friendly. Disturbing
repulsive to look at. The ghost body of such a person characters take a –2 penalty on Bluff, Diplomacy,
still has all its pieces in place (even if the person was Gather Information, Perform, and Charisma checks to
killed by decapitation, for example, although such a influence NPC attitudes. They gain a +2 bonus on
ghost would have a scar around her neck). Intimidate checks.
A ghost’s appearance fits into one of four categories, Repulsive: As disturbing, but the wounds are larger,
depending on the method of death. more obvious, or particularly nasty, such as attacks
Normal: The person died in a nonviolent manner or by large creatures or weapons, decapitation, death by
in a manner that doesn’t leave obvious massive dam-
wounds, such as old age, a weak heart, grief, age, the stom-
choking on food, drowning, or a phantasmal ach acid of a
killer spell. The person’s ghost might
appear discolored (pale for
drowning, red-faced from
choking, and
so on) but

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behir, or area-attack spells such as fireball. Ghosts withrested for at least 8 hours. This allows a ghost character
this sort of appearance scare children and usually to decide if she wants to rest as a ghost and gain a level
cause a disturbance when they appear in public (and in the eidolon class or receive a raise dead spell and
may be arrested by the City Watch because of it). NPCs then rest, applying her new level to a character class of
interacting with a character in this category can never her choice.
start with an attitude better than indifferent. Repul- A ghost who is raised or resurrected experiences an
sive characters take a –6 penalty on Bluff, Diplomacy, event called a life epiphany. This sudden realization
Gather Information, Perform, and Charisma checks to allows the ghost to convert some or all of his eidolon
influence NPC attitudes. They gain a +6 bonus on levels to levels in any other character class, similar to
Intimidate checks. how a fallen paladin can convert her paladin levels to
CHAPTER 1:
ALL ABOUT

Gruesome: As repulsive, but the creature’s wounds blackguard levels (the character does not have to con-
GHOSTS

are the stuff of nightmares: people who have had their vert any eidolon levels if she doesn’t want to). This
brains extracted by a mind flayer, who have been tor- allows, for example, a Sor4/Eidolon3 who is raised to
tured to death by malevolent sadists, who died from instantly become a Sor5/Eidolon2, Sor6/Eidolon1, or
aggressive diseases such as mummy rot, or who were a Sor7. When this occurs, all class abilities from the
the targets of an implosion spell. Such ghosts are often converted eidolon levels are lost, and the character
mistaken for incorporeal undead and usually travel in gains that many levels in another class. These levels do
disguise to avoid being attacked on sight. NPCs inter- not revert back to eidolon levels if the character
acting with a character in this category can never start becomes a ghost again; the character has sacrificed the
with an attitude better than Unfriendly. Gruesome eidolon levels to advance in another area of study. The
characters take a –10 penalty on Bluff, Diplomacy, life epiphany allows a character to balance her eidolon
Gather Information, Perform, and Charisma checks to levels with her other class levels in order to stave off
influence NPC attitudes. They gain a +10 bonus on the Calling. Of course, if the character chooses to keep
Intimidate checks. any ghost levels, some of her ghost abilities acquired
from feats may be useless while she is alive.
ADVENTURING AND GHOST LEVELS Because of the potential for a life epiphany, a char-
A creature that is a ghost can adventure and acquire acter who gains levels in the eidolon class should keep
experience points just like any living character. How- track of hit points, skill ranks, base attack bonuses,
ever, a ghost can only gain levels in the eidolon or saving throw bonuses, and feats acquired on a level-by-
eidoloncer class (described later in this chapter). This level basis. Doing this makes it easier to remove the
means that adventuring ghosts develop their super- eidolon levels (and the benefits of those levels) and
natural abilities rather than their spellcasting, fight- reconfigure the character with levels in another char-
ing, or any other class abilities from standard classes. A acter class.
character who advances too far in the eidolon class For example, Valarn (a Sor4/Eidolon3) is raised
risks succumbing to the Calling (see below). from the dead and decides to convert two levels of
For the purpose of character advancement in the eidolon to levels of sorcerer. When he acquired those
Ghostwalk campaign, characters should not gain levels two eidolon levels (2nd and 3rd class levels), he
during the course of an adventure until they have gained 2 ranks in Concentration and Intimidate, the
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VARIANT: FLEXIBLE GHOST ADVANCEMENT VARIANT: NO CALLING
Instead of requiring a ghost to take levels in eidolon, allow Instead of using the Calling, allow a character’s ghost levels to
ghosts who gain a level to select a level in any class that is exceed his standard class levels without penalty. This creates a
normally available. This creates a campaign in which some campaign where people can be mediocre in terms of the living
characters may remain ghosts for years, but continue to but very powerful ghosts.
increase their abilities as clerics, fighters, and so on. Dropping the Calling also introduces the problem of
Using this variant means that players don’t have to plan as commoners, experts, and other “vanilla” NPCs that find life as
carefully when advancing their characters and aren’t forced to a ghost much easier than that of a living person (they don’t
continue to pay for raise dead spells in order to suit a character need to eat and aren’t affected by cold winters, for example).
concept of a ghost character who advances in a Player’s Poor farmers might quickly populate the campaign with ghosts
Handbook class. It also tends to make being a ghost a more of their families, perhaps murdering them to keep them from
advantageous choice, since for many characters, there is no starving, but continuing to enjoy their companionship. Normally,
reason to remain a living creature. these murdered ghosts would eventually gain levels in eidolon
(eventually becoming Com1/Eidolon2 characters), succumb to
the Calling, and pass beyond the Veil of Souls, but without the
Calling, they are melancholy reminders of the farmers’ crimes
and change the mood of the setting.
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Control Visage feat (with his bonus ghost feat at 2nd The Calling
level), 10 hit points (plus his Constitution modifier at Existing without a physical body is an unnatural state
each level, if any), a +2 adjustment to his base attack for living creatures. A ghost has a natural inertia that
bonus, and a +1 adjustment to his Fortitude, Reflex, draws it toward the Veil of Souls and into the True
and Will saves. He crosses off these benefits from his Afterlife. Only a ghost’s ties to its living friends, skills,
character sheet. With his two new sorcerer levels, he and habits allow it to resist this inertia, which is
gains 2d4 hit points (plus twice his Constitution mod- known as the Calling. Over time, it becomes harder
ifier, if any), increases his spells known and spells per and harder to resist the Calling, until the ghost either
day, chooses skills with his sorcerer-based skill points, reenters its body or crosses the Veil.
increases his base attack bonus and saving throws on The Calling is represented in the D&D game by

CHAPTER 1:
ALL ABOUT
the sorcerer table, adjusts the special abilities of his comparing a ghost’s class levels in the eidolon class to

GHOSTS
familiar, and so on. the total of all the ghost’s other class levels. If the
Certain effects that occur as a part of gaining levels, number of eidolon levels ever exceeds the total of all
but aren’t directly tied to the eidolon class itself, the other levels, the character’s ties to the living are
should not be recorded separately. For example, abil- overwhelmed by the pull of its afterlife inertia, and
ity score increases and feats gained for increased char- the ghost succumbs to the Calling. For example, if
acter levels would have occurred whether the Valarn (the Sor4/Eidolon3 from the previous exam-
character gained levels in eidolon or in any other ples) gains two more levels in eidolon (becoming a
class, so they are not removed and applied according Sor4/Eidolon5), the total levels in eidolon are greater
to the new class. than the total levels in all of Valarn’s other classes (in
If one of the feats gained as a bonus feat from the this case, four levels of sorcerer), and Valarn succumbs
eidolon class is a prerequisite for a feat acquired to the Calling.
because of character level, and that eidolon feat is lost Because a ghost can gain levels only in the eidolon
because of the life epiphany, the level-based feat class, this rule means that, over time, a ghost comes
cannot be used by the character until the prerequisite closer and closer to the Calling. Fortunately, a ghost
for it is met again. For example, if Valarn (the sor- doesn’t need to end his adventuring career as this dead-
cerer/eidolon described above) has chosen Improved line approaches, because the life epiphany allows a
Control Visage as his 6th-level feat, when he sacrifices raised or resurrected ghost to stave off the Calling by
his eidolon levels (and loses the Control Visage feat) exchanging levels in eidolon for levels in other classes.
he would be unable to use the Improved Control When a ghost succumbs to the Calling, it only
Visage feat until he gained the prerequisite feat again. brings with it any ghost touch items it is carrying at the
Of course, he can’t use Improved Control Visage while time; all other items are left at that spot, and the ghost
he is alive anyway, so this limitation would not really automatically enters the Ethereal Plane and is whisked
affect him until he became a ghost again. away by the Ethereal Current to the True Afterlife.
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ECTOPLASM
Rather than blood, meat, and bone, a ghost’s body is made of creature) decays into nothingness after 10 minutes. Certain
ectoplasm, a supernatural substance that, in its natural state, spells (such as gentle repose), magic items, feats, and an
is a slippery or sticky pale-colored goo. When shaped into a alchemical substance called ectoplasmic stabilizer can
ghost body, it has the consistency and texture of normal (albeit preserve ectoplasm beyond this time limit.
incorporeal) flesh. An ectoplasmic creature leaks liquid ecto- The ectoplasm from a creature has a recognizable smell to
plasm if it is cut, in the same manner as a living creature creatures that have acute senses (such as bloodhounds and
bleeds actual blood. other creatures with the scent ability). Of course, the 10-
Ectoplasm is a type of ghost touch material. It can be picked minute time limit before ectoplasm decays makes tracking a
up and moved by incorporeal creatures at any time. Essentially, creature by scent difficult.
ectoplasm counts as either corporeal or incorporeal at any Certain feats and spells can create objects made of ecto-
given time, whichever is more beneficial to the wielder. plasm. Because ectoplasm has ghost touch properties, a
Ectoplasm is harmless in its natural state (often called weapon made of ectoplasm can be wielded by an incorporeal
raw ectoplasm) and can even be eaten safely by ghosts or creature and works normally against an incorporeal creature
living creatures. Ghost or other ectoplasmic beings that eat (as with the ghost touch weapon property). Likewise, a suit of
a 1-pound meal of raw ectoplasm once per day heal at ectoplasmic armor can be worn by an incorporeal creature and
double the normal rate, as if under the care of a person with counts toward the Armor Class of a creature being attacked
the Heal skill (this effect does not stack with the effects of the by an incorporeal creature. Shaped ectoplasm has the consis-
Heal skill). tency of whatever it is supposed to resemble (for example,
Ectoplasm that is not part of a creature’s body (including ectoplasmic armor feels smooth and dry and is neither sticky
“blood” that has been separated from a wounded ectoplasmic nor slippery).
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Only spells such as dimensional anchor can thwart this Charisma) and the body’s physical ability scores
instantaneous transport, and a ghost who is prevented (Strength, Dexterity, and Constitution). It cannot use
from answering the Calling in this manner becomes any skills or abilities (including spells) of the host that
aggressive and irrational. rely on knowledge or training, including base attack
bonus and saving throws. Any skill check based on a
Bringing Back the Dead physical ability score uses the ghost’s ranks in the skill
Most of the trauma involved in being restored to life but the body’s ability score modifier. The possessing
comes from the removal of the creature’s soul from the ghost can use any of its own abilities not tied to its
True Afterlife. If a dead person’s ghost or soul is nearby, ghost body (a human possessed by a ghost, for
that aspect of the trauma is absent. This means that if example, does not have low-light vision or darkvision,
CHAPTER 1:
ALL ABOUT

raise dead or resurrection is cast within the Manifest even though the possessor’s ghost body has these abil-
GHOSTS

Ward, the recipient is restored to life as normal, except ities). A possessing ghost can cast its spells normally
that no level loss occurs (or, if the character is 1st level, (provided components, foci, and so on are available).
no Constitution loss occurs). All other factors of these A possessing ghost gains no special ability to com-
spells apply (raise dead still requires the soul’s consent, municate with its host’s mind.
leaves the character with less than full normal hit A possessing ghost does not need to enact control
points, doesn’t cure magical diseases, and so on). over the host. As a free action on its turn, the possessor
Because death in a Ghostwalk campaign is less trau- can allow the host to act nor-
matic for adventurers, it carries less of a stigma and is mally for 1 round. The ghost
feared less than in other places. Adventurers in Mani- resumes control automati-
fest tend to take greater risks, knowing that, should cally on its next turn. The
they die, their ghosts can drag their bodies back host is limited to a
to a temple and have themselves brought back normal set of actions per
to life without any serious trauma and at a round, even if the host
cost of only 500 gp. This semicasual is cooperating with the
attitude about death car- ghost—for example, the
ries over into other ghost and host cannot
aspects of life in the both take a standard action
city (described in Chap- in the same round.
ter 3: The Ghostwalk Physical attacks affect the
Campaign). body and not the ghost. A
True Death: When a ghost within an unconscious
ghost is reduced to –10 or body cannot perform physical
fewer hit points, or other- actions, but can leave the
wise destroyed, the ghost is body as normal. A ghost is
said to have suffered “true automatically expelled from
death,” and the soul passes a slain host unless it has the
beyond the Veil of Souls. A slain Corpse Malevolence feat, in
ghost turns into a puddle of ecto- which case the corpse needs to be
plasm weighing approximately reduced to 0 hit points as well.
1 pound. Leaving a Host: Leaving a host is
The person can still be brought back a standard action that does not pro-
from the dead in the normal manner voke an attack of opportunity. When
(raise dead works if the body is still a ghost leaves its former host, it
available, and so on), and spells exist appears in its ghost body in
that can bring a person back from any location within 5 feet of
the dead as a ghost rather JJ the host.
than as a living person. Sequential Possession:
A possessing ghost must leave its
POSSESSION current host before attempting to possess a new one.
A ghost who is possessing a physical body is treated as Since leaving a host and attempting to possess are both
an incorporeal being within a physical body, even in standard actions, a ghost cannot do both of these
circumstances where the ghost would be manifested actions on the same round unless under the effect of a
fully if it weren’t inside a borrowed body (for example, haste spell or similar magic.
within the bounds of the Manifest Ward or under the Multiple Possessors: More than one ghost cannot
influence of a forced manifestation spell). possess a single living body at a time. If a ghost
While possessing a physical body, a ghost uses its attempts to possess a body that is inhabited by another
own mental ability scores (Intelligence, Wisdom, and ghost, the target must fail its saving throw (if it gets
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one) against the new ghost’s attack. If the attack fails, although individuals may have personal aversions to
the new ghost fails to possess the body. If the attack suc- those who follow certain paths.
ceeds, the new ghost and the current inhabitant make A ghost can suppress its symptoms if it makes a Con-
opposed Wisdom checks. The loser is ejected from the centration check (DC 5 if there are no other distrac-
body (as if it left voluntarily) and the victor possesses it. tions). The symptom is treated as if it were a 0-level
spell for the purpose of determining Concentration
Spells check DCs for more distracting circumstances.
Mind-influencing spells (such as hold person or ghost) Path of the Corrupter: This path is the study of the
affect the ghost, not the physical body. Thus, unless relationship between a ghost body’s ectoplasm and
they affect outsiders, they don’t work. Physical spells, the bodies of other living things or ghosts. It allows a

CHAPTER 1:
ALL ABOUT
such as ray of enfeeblement, affect the body; they work ghost to harm the bodies or ghost bodies of others

GHOSTS
even if they wouldn’t affect a ghost (such as a critical with a touch. The symptoms of this path are a constant
hit or a sneak attack). Force effects, such as magic mis- pale blue, black, or gray aura around the hands of the
sile, affect the body even though they would normally ghost and temporary alterations to objects contacted
affect incorporeal creatures. Attack spells such as dis- by the hands. For example, a corrupter ghost tends to
rupt ectoplasm that affect ghosts but not living creatures leave condensation-outlined handprints on objects
have the normal 50% miss chance to affect an incorpo- she touches.
real creature (feats such as Incorporeal Spell Targeting Corrupter Feats: Agony Touch, Corrupting Touch,
can affect this). Enervating Touch, Freezing Touch, Nauseating
Spells in effect on a ghost before the possession stay Touch, Rend Ghost, Shriveling Touch, Touch Attack
with the ghost during and after the possession, while Specialization.
spells that affect the possessed body remain with the Path of the Dominator: This path is the study of
body. Therefore, a ghost sorcerer that casts haste on the powers of the mind and how a ghost body can
himself and then possesses a body is hasted, whether a mesh with a foreign physical body, usually for the pur-
free ghost or possessing, for the spell’s duration. Con- pose of controlling the target. The symptoms of this
versely, if a ghost sorcerer cast haste after possessing a path are a dark-colored aura around the ghost’s head
body, the spell would be attached to the body, and the and a hollow echo when the ghost speaks.
ghost would not be hasted when he abandoned the host. Dominator Feats: Corpse Malevolence, Expanded Pos-
Protection from evil (or from any other alignment) or session, Ghost Ride, Grand Malevolence, Malevo-
protection from possession prevents a ghost from possess- lence, Minor Malevolence.
ing a body, but does not force a ghost out of a possessed Path of the Haunt: This path is the study of manip-
body. If cast on a possessed body, these spells do not ulating a ghost’s ectoplasm and aura to change the
prevent the ghost from leaving the body or possessing ghost’s appearance or scare others at a distance. The
a different unprotected creature. symptoms of this path are black eyes, or eye sockets
that appear empty and black.
GHOST POWERS Haunt Feats: Control Visage, Fade, Frightful Moan,
No two ghosts are the same. One might be able to Frightful Presence, Haunting Appearance, Haunting
create ectoplasmic armor, another can drain Strength Voice, Horrific Appearance, Improved Control Visage,
from a target with a touch, still another can possess a Solid Visage.
dead body and make it walk, while yet another can Path of the Poltergeist: This path is the study of
move objects at a distance. These abilities are com- space and weight for the purpose of moving objects at
monly referred to as ghost powers and are represented a distance. The symptoms of this path are visible swirls
by feats with the [Ghost] descriptor. As with ordinary of dust around the ghost and even minor shaking of
feats, some characters are dilettantes and choose a larger unattended objects (no larger than a dagger)
wide variety of ghost feats, while others select multi- within arm’s reach of the ghost.
ple feats in a specialized area. These areas of specialty Poltergeist Feats: Ghost Hand, Improved Deflection,
are called the paths. Improved Poltergeist Hand, Poltergeist Hand, Polter-
geist Rage.
The Paths Path of the Shaper: This path is the study of creat-
There are six paths of ghost powers, each representing ing and manipulating ectoplasm for various purposes.
a similar kind of ability or a progression of power The symptoms of this path are frequent manifesta-
along a particular theme. Each path has certain symp- tions of residual ectoplasm on objects that quickly
toms that are evident when the user is in his ghost fade to nothingness. Ectoplasmic objects handled by a
body; these symptoms often allow observers to iden- Shaper ghost sometimes experience a temporary
tify what path a ghost has chosen. Ghosts with color or texture change.
advanced powers in a path have larger and more obvi- Shaper Feats: Ectoplasm, Ghost Healing, Greater
ous symptoms. Symptoms never harm other creatures Witchlight, Sculpt Ghost Body, Shape Ectoplasm,
or provide any bonuses or penalties on die rolls, Temper Ectoplasm, Witchlight.
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Path of the Traveler: This path is the study of alter- Adventures: Many eidolons see their nature as just
ing a ghost body to allow for various kinds of move- another aspect of existence and follow the same goals
ment. The symptoms of this path are temporary they had while alive, including adventuring. Others
insubstantial images that echo the ghost’s faster become eidolons only temporarily, forced down this
motions, whether a quick punch or a sudden stop from path either when their bodies cannot be raised or
a run. when they must remain after dying to take care of
Traveler Feats: Ethereal Sidestep, Full Manifestation, unfinished business.
Ghost Flight, Ghost Glide, Improved Ghost Flight, Characteristics: Eidolons have excellent fighting
Incorporeal Form. ability, even though they gain no additional profi-
ciencies in weapons or armor (which are often useless
CHAPTER 1:
ALL ABOUT

for incorporeal creatures anyway). The greatest bene-


NEW CLASSES
GHOSTS

fit of the eidolon class is the rapid acquisition of ghost


In the Ghostwalk campaign, characters may spend feats, which allow each individual ghost to progress
much of their time as ghosts, developing supernatural along a particular path toward advanced ghost abili-
powers instead of the abilities of standard classes pre- ties. Even nonfighters are helped by advancing in this
sented in the Player’s Handbook. The eidolon class is a class because of its good Will saving throw bonus and
new character class for such characters. The class useful class skills.
description follows the same format as those found in Alignment: Eidolons may be of any alignment.
the Player’s Handbook. Also presented here is a variant Good eidolons are often benign entities who try to
class, the eidoloncer, designed for spellcasters who aid others or combat the undead. Lawful eidolons
become ghosts. often work to protect the rights of ghosts in general
Even those characters who are not dead (at least not or improve relations between ghosts and the living.
at the moment) can focus on new and interesting ap- Chaotic eidolons may be pranksters or opportunists,
proaches to character development with prestige using their new abilities for personal gain simply
classes unique to the Ghostwalk campaign. New pres- because they can. Evil eidolons tend to be danger-
tige classes include the Arboreal Guardian, bone col- ous and malevolent spirits who seek revenge upon
lector, Deathwarden chanter, and ghost slayer. These the living.
prestige class descriptions follow the same format as
those found in the DUNGEON MASTER’s Guide.

EIDOLON
The terrifying haunt, the spirit that
rots, the raging poltergeist,
the body thief—all are
kinds of eidolons. Eidolons
may be guardian spirits,
evil haunts, or adventurers
of any type. Some are
benign
and use
their abili-
ties to help
o t he r s,
while
others
delve
into the
darker por-
tions of the soul
and emerge
twisted and
profane. Eido-
lons that are not
adventurers may be
any sort of person,
from a powerful sorcerer
to a humble cleric to a greedy
mercenary to a common farmer.
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Table 1–1: The Eidolon Abilities: Wisdom and Charisma are especially
Base Fort Ref Will important for eidolons, because many ghost feats
Level Attack Bonus Save Save Save Special rely on these ability scores, and Charisma determines
1st +1 +0 +0 +2 Ghost feat, free
multiclassing the ghost’s natural deflection bonus when it is in-
2nd +2 +0 +0 +3 Ghost feat corporeal. A high Dexterity is important, since
3rd +3 +1 +1 +3 incorporeal ghosts cannot wear armor unless it has
4th +4 +1 +1 +4 Ghost feat the ghost touch ability.
5th +5 +1 +1 +4 Alignment: Any.
6th +6/+1 +2 +2 +5 Ghost feat Hit Die: d8.
7th +7/+2 +2 +2 +5

CHAPTER 1:
8th +8/+3 +2 +2 +6 Ghost feat

ALL ABOUT
9th +9/+4 +3 +3 +6 Class Skills

GHOSTS
10th +10/+5 +3 +3 +7 Ghost feat The eidolon’s class skills (and the key ability for each
11th +11/+6/+1 +3 +3 +7 skill) are Balance (Dex), Bluff (Cha), Concentration
12th +12/+7/+2 +4 +4 +8 Ghost feat (Con), Hide (Dex), Intimidate (Cha), Intuit Direction
13th +13/+8/+3 +4 +4 +8 (Wis), Knowledge (the planes) (Int), Listen (Wis),
14th +14/+9/+4 +4 +4 +9 Ghost feat Sense Motive (Wis), and Spot (Wis).
15th +15/+10/+5 +5 +5 +9
16th +16/+11/+6/+1 +5 +5 +10 Ghost feat
17th +17/+12/+7/+2 +5 +5 +10 Skill Points at 1st Level: 2 + Int modifier. (You can
18th +18/+13/+8/+3 +6 +6 +11 Ghost feat never take eidolon as your first character class, so you
19th +19/+14/+9/+4 +6 +6 +11 never get the ×4 multiplier for your skill points with
20th +20/+15/+10/+5 +6 +6 +12 Ghost feat this class.)
Skill Points at Each Additional Level: 2 + Int
Religion: Most eidolons worship whatever deity modifier.
they did in life, although most also revere Aluvan, pro-
tector of souls. Some who are intent on entering the Class Features
True Afterlife pay homage to Dracanish so that the All of the following are class features of the eidolon.
body and soul may be properly united in death. Most Weapon and Armor Proficiency: An eidolon gains
ghosts hate and fear Orcus, for worshipers of this foul no proficiency in any kind of weapons, armor, or
deity often steal waiting bodies while their ghosts are shields.
away, making it difficult to return to life or gain their Free Multiclassing: Taking the eidolon class does
final peace in the afterlife. not incur the experience point penalties normally
Background: All eidolons originate in the same associated with multiclassing (although it does not
manner—a person spends enough time as a ghost and negate any existing penalties the character may have
eventually develops ghost abilities. Ghosts have a incurred from multiclassing in standard classes).
community of their own, for the bonds of death tran- Ghost Feats: At 1st level, an eidolon gets a bonus
scend race, nationality, or any other aspects of a feat. The eidolon gains an additional bonus feat at 2nd
person’s background or personality. They tend to level and every two levels thereafter. These bonus feats
make friends among other ghosts who died in a simi- must be feats with the [Ghost] descriptor. An eidolon
lar way or with those who are on the same path of must still meet all prerequisites for a feat, including
ghost powers. ability-score minimums.
Races: Because only humanoids can become ghosts
under normal circumstances, almost all eidolons are EIDOLONCER
humanoids. Eidolons come from all walks of life, The eidolon class was designed with the idea that
regardless of race; no race is more likely to become a ghost characters who want to advance their ghost
ghost than any other, and no race has a tradition of fol- powers can keep levels in eidolon, while ghost charac-
lowing certain paths over others. ters who want to advance their abilities in a normal
Other Classes: Although possessing amazing abil- class can gain levels in a normal class. The eidolon class
ities, an eidolon must sometimes rely upon the skills allows most characters willing to dabble in ghost
of others. Eidolons are decent fighters, but lack the powers to do so, while still advancing their base attack
specific training of a fighter. Their spellcasting ability bonus and providing a reasonable selection of skills.
does not improve after death, so a live spellcaster of However, spellcasters are hurt the most by advancing
equal experience is usually their better. While an as eidolons, and players of these characters may
eidolon might be sneaky when incorporeal, a mani- become frustrated by the stifled spell progression. For
fested eidolon is no match for the quiet and skill of a these characters, the optional eidoloncer class is a
true rogue. much better option.
An eidoloncer follows all the same rules as an eido-
Game Rule Information lon: A ghost character must take levels in either eido-
Eidolons have the following game statistics. lon or eidoloncer, a ghost who is raised from the dead
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has a life epiphany and may convert eidoloncer of life, regardless of race, and no race is more
levels to levels in another class, and so on. likely to become a ghost or has a tradition of
Adventures: Most eidoloncers enjoy being following certain paths.
ghosts as another aspect of existence and Other Classes: Eidoloncers tend to
pursue the same interests and studies fulfill the same roles as whatever
they had when alive. Others become spellcasting class they are advanc-
eidoloncers only temporarily, for the ing while ghosts.
same reason people advance as eidolons.
Characteristics: Eidoloncers are Game Rule Information
poor fighters and have few skills. Their Eidoloncers have the following game
CHAPTER 1:
ALL ABOUT

greatest gift is to advance their spell- statistics.


GHOSTS

casting ability, although they gain a few Abilities: An eidoloncer’s most


ghost feats as well. important ability scores depend
Alignment: Eidoloncers may be of upon what spellcasting class the
any alignment and have the same eidoloncer is practicing.
habits and morals as their living Alignment: Any.
counterparts and other characters Hit Die: d6.
of their spellcasting class.
Religion: Eidoloncers follow the Class Skills
same religious habits as their living The eidoloncer’s class skills
spellcaster counterparts. (and the key ability for
Background: All eidoloncers origi- each skill) are Concentra-
nate in the same manner: A person tion (Con), Knowledge
spends enough time as a ghost and even- (arcana) (Int), Knowl-
tually gains levels in the eidoloncer class. edge (nature) (Int), Knowl-
Eidoloncers are part of the same commu- edge (the planes) (Int),
nity as eidolons and make friends in that Knowledge (religion) (Int),
community for the same reasons Scry (Int), and Spellcraft (Int).
eidolons do.
Races: Because only humanoids can Skill Points at 1st Level: 2 + Int
become ghosts under normal circum- modifier. (You can never take
stances, almost all eidoloncers are hu- eidoloncer as your first charac-
manoids. Eidoloncers come from all walks ter class, so you never get the
×4 multiplier for your skill points with
Table 1–2: The Eidoloncer
Base Fort Ref Will this class.)
Level Attack Bonus Save Save Save Special Skill Points at Each Additional Level: 2 +
1st +0 +0 +0 +2 Ghost feat, free Int modifier.
multiclassing,
spellcasting Class Features
2nd +1 +0 +0 +3 Spellcasting All of the following are class features of the eidoloncer.
3rd +1 +1 +1 +3 Spellcasting
4th +2 +1 +1 +4 Spellcasting
Weapon and Armor Proficiency: An eidoloncer
5th +2 +1 +1 +4 Ghost feat, gains no proficiency in any kind of weapons, armor, or
spellcasting shields.
6th +3 +2 +2 +5 Spellcasting Free Multiclassing: Taking the eidoloncer class
7th +3 +2 +2 +5 Spellcasting does not incur the experience point penalties nor-
8th +4 +2 +2 +6 Spellcasting mally associated with multiclassing (although it does
9th +4 +3 +3 +6 Spellcasting not negate any existing penalties the character may
10th +5 +3 +3 +7 Ghost feat,
spellcasting
have incurred from multiclassing in standard classes).
11th +5 +3 +3 +7 Spellcasting Ghost Feats: At 1st level, an eidoloncer gets a bonus
12th +6/+1 +4 +4 +8 Spellcasting feat. This bonus feat must be a feat with the [Ghost]
13th +6/+1 +4 +4 +8 Spellcasting descriptor. She must still meet all prerequisites for a
14th +7/+2 +4 +4 +9 Spellcasting feat, including ability-score minimums. The eidolon-
15th +7/+2 +5 +5 +9 Ghost feat, cer gains another bonus ghost feat at 5th level and
spellcasting every five levels after that.
16th +8/+3 +5 +5 +10 Spellcasting
17th +8/+3 +5 +5 +10 Spellcasting Spellcasting: An eidoloncer advances her spellcast-
18th +9/+4 +6 +6 +11 Spellcasting ing ability at every level in the eidoloncer class. Thus,
19th +9/+4 +6 +6 +11 Spellcasting when a new eidoloncer level is gained, she gains new
20th +10/+5 +6 +6 +12 Ghost feat spells known and spells per day as if she had also
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gained a level in a spellcasting class she belonged to few clerics of Galaedros become Guardians, as does the
before gaining a level as an eidoloncer. She does not, occasional multiclassed barbarian, but only those with
however, gain any other benefit a character of that close ties to nature consider taking the Green Bond.
class would have gained (improved chance of control- Arboreal Guardians are a well-known but little-
ling or rebuking undead, metamagic or item creation understood secret society in the Ghostwalk campaign.
feats, and so on). This essentially means that she adds While they guide people through the Spirit Wood to
the level of eidoloncer to the level of some other the city of Manifest, they are completely ruthless
spellcasting class the character has, then determines when it comes to dealing with violators of the forest.
spells per day and caster level accordingly. For They may bicker among themselves over the proper
example, Lhoga the 4th-level ghost sorcerer gains a way to nurture and preserve the Spirit Wood, but they

CHAPTER 1:
ALL ABOUT
level in eidoloncer. Since her only spellcasting class is are united in their oath to preserve it at all cost.

GHOSTS
sorcerer, her eidoloncer level advances the spellcast- Hit Die: d8.
ing ability of her sorcerer class, giving her the spells
known and spells per day of a 5th-level sorcerer. She Requirements
does not improve her familiar’s abilities or gain any To qualify to become an Arboreal Guardian, a character
other benefits she would have received if she had must fulfill the following criteria.
gained an actual level in sorcerer. Race: Elf or half-elf. A creature of another race who
When an eidoloncer has a life epiphany, any con- does a great service for the Arboreal Guardians or the
verted eidoloncer levels must be converted into levels spirit trees may be allowed to join this elite society of
in the spellcasting class she was advancing in. When protectors.
this occurs, the character gains all other abilities from Skills: Intuit Direction 5 ranks, Knowledge (nature)
that class that are not related to spellcasting, in addi- 8 ranks, Wilderness Lore 8 ranks.
tion to an exact conversion of spellcasting ability. For Feats: Great Fortitude, Green Bond, Point Blank
example, when Lhoga is raised and decides to convert Shot.
her eidoloncer level into a sorcerer level, her familiar’s Spells: Able to cast entangle.
natural armor and Intelligence increase to that of a Patron Deity: Any but Nessek or Orcus.
6th-level sorcerer’s familiar, and it gains the speak with
master ability, just as if it had always been the familiar Class Skills
of a 6th-level sorcerer. A ghost cleric/eidoloncer who The Arboreal Guardian’s class skills (and the key abil-
converted eidoloncer levels would improve her turn- ity for each skill) are Animal Empathy (Cha), Climb
ing ability, a ghost bard/eidoloncer would improve her (Str), Concentration (Con), Craft (Int), Diplomacy
bardic knowledge ability, and so on. (Cha), Heal (Wis), Hide (Dex), Intuit Direction (Wis),
Jump (Str), Knowledge (nature) (Int), Listen (Wis),
ARBOREAL GUARDIAN Move Silently (Dex), Spot (Wis), Swim (Str), and
Within the Spirit Wood are the Arboreal Guardians, Wilderness Lore (Wis). See Chapter 4: Skills in the
men and women dedicated to protecting and minis- Player’s Handbook for skill descriptions.
tering the living repositories of elf and half-elf spirits.
The Guardians are the wood’s first line of defense Skill Points at Each Level: 4 + Int modifier.
against outsiders and act as the hands and eyes of the
spirit trees, vowing to protect a particular tree with a Class Features
mystical pledge called a Green Bond. Mystically All of the following are class features of the Arboreal
linked with a chosen tree, an Arboreal Guardian sees Guardian prestige class.
the recipient of her Green Bond as the closest member Weapon and Armor Proficiency: Arboreal Guard-
of her family, someone worth dying for. This bond ians gain proficiency with shortbows (but not com-
extends to a lesser extent to any other spirit tree. posite shortbows). A druid who becomes an Arboreal
Most Arboreal Guardians are druids or rangers. A Guardian can use a shortbow without violating her
Table 1–3: The Arboreal Guardian
Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spellcasting
1st +0 +0 +2 +0 Bond’s call, forestwalk
2nd +1 +0 +3 +0 Nature’s water, +1 natural armor +1 level of existing divine spellcasting class
3rd +2 +1 +3 +1 Unhindered charge, wood speech
4th +3 +1 +4 +1 +2 natural armor +1 level of existing divine spellcasting class
5th +3 +1 +4 +1 Hunter’s mercy, blindsight
6th +4 +2 +5 +2 +3 natural armor +1 level of existing divine spellcasting class
7th +5 +2 +5 +2 Nature’s defender, quench 1/day
8th +6 +2 +6 +2 +4 natural armor +1 level of existing divine spellcasting class
9th +6 +3 +6 +3 Tree stride 1/day
10th +7 +3 +7 +3 +5 natural armor +1 level of existing divine spellcasting class
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spiritual oaths. Arboreal Guardians gain no proficiency Natural Armor (Ex): At 2nd level, an Arboreal
with any armor or shields. Guardian gains a natural armor bonus to her Armor
Spellcasting: An Arboreal Guardian continues Class. When this bonus improves to +3 (at 6th
training in magic. Thus, at every other Arboreal level), her skin gains the coloration of her spirit
Guardian level starting at 2nd, the character gains tree, although this does not provide any addi-
new spells known and spells per day as if she had tional benefit.
also gained a level in a divine spellcast- Unhindered Charge (Ex): When
ing class she belonged to before she making a charge or taking the run
added the prestige class. She does not, action, an Arboreal Guardian of 3rd
however, gain any other benefit a character level or higher can pass unhindered
CHAPTER 1:
ALL ABOUT

of that class would have gained (improved through normal inanimate living
GHOSTS

chance of controlling or rebuking undead, addi- plants, similar to a druid’s wood-


tional uses of wild shape, and so on). This essen- land stride ability. Unlike wood-
tially means that she adds the level of Arboreal land stride, she can also pass
Guardian to the level of some other divine spell- unhindered through larger plants
casting class she has, then determines spells per such as trees, including her own
day and caster level accordingly. spirit tree, when using this ability.
Bond’s Call (Su): An Arboreal Guard- Wood Speech (Su): An Arbo-
ian may make an Intuit Direction check real Guardian of 3rd level or
(DC 15) to determine the direction to her higher can telepathically com-
spirit tree. This can be done once per round. municate with her spirit tree or
Forestwalk (Su): When an Arboreal with any of its other Arboreal
Guardian is within the Spirit Wood, her Guardians at a range of 1 mile.
land speed increases by 10 feet. This This allows the Guardian to ini-
benefit stacks with any other bonuses tiate the telepathic contact (pre-
to speed the character may have. viously she could be contacted
Nature’s Water (Ex): An Arbo- by her spirit tree, but could not
real Guardian of 2nd level or initiate this contact).
higher can acquire po- Hunter’s Mercy (Su):
tions from her bonded Once per day as a standard
spirit tree if she provides the action, a Guardian of 5th
necessary herbs and ingredients. level or higher can focus her
Essentially this means she can concentration so her first
purchase potions from her successful attack with a bow
tree for the cost to create in the next round is automati-
instead of the market price. cally a critical hit. This works like
MD

pqqqqrs
THE GREEN BOND Characters who have a Green Bond but are not Arboreal
Each of the Arboreal Guardians is linked to a particular spirit Guardians are called bondfellows and are like extended
tree, and through this tree to a handful of other Arboreal members of the spirit tree’s family. They are on friendly terms
Guardians. Each of these groups acts like a family; Guardians with the Arboreal Guardians but do not have the same require-
of the same tree generally get along well and can call upon ments of devotion that the Guardians do, although if their
each other in times of need. Likewise, the Guardians love and spirit tree is in danger, they are expected to come to its aid.
protect their chosen tree (and the elf and half-elf spirits Having a Green Bond is a mixed blessing in terms of cohorts
within it) like a respected senior member of the family. The and followers. Bondfellows of the same spirit tree (and druids
Green Bond is a very strong emotional link to another being, and rangers unassociated with other spirit trees) treat the
stronger than the link to a twin. A Guardian is expected to be bonded character as if she had a special power (Leadership
loyal to his tree (and its other Arboreal Guardians) first and modifier +1). All other characters treat the bonded character
all others second. Those who ignore the needs of the tree in as if she had a familiar, a paladin’s warhorse, or an animal
order to travel the world or adventure are likely to be ostra- companion (Leadership modifier –2). Thus, it is easier for a
cized by the other Guardians and may (if this behavior is not bonded character to recruit cohorts and followers who are
curtailed) eventually break their bond and lose all abilities of themselves bonded or at least respect the bond with nature,
this prestige class. Fortunately, each spirit tree has several but it is harder to recruit those who have little or no interest
Arboreal Guardians, so each tends to get a reasonable amount in nature or are prejudiced against those who devote them-
of free time to devote to personal matters. selves to plants over civilized beings.
pqqqqrs

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the hunter’s mercy spell, except that activating this abil- Base Attack Bonus: +5.
ity does not provoke an attack of opportunity. Skills: Alchemy 2 ranks, Concentration 3 ranks,
Blindsight (Su): Like her bonded spirit tree, a Craft (armorsmithing, bowmaking, or weaponsmithing)
Guardian of 5th level or higher can sense creatures 1 rank, Heal 5 ranks, Knowledge (arcana) 3 ranks.
without using her eyes, giving her the blindsight abil- Feats: Endurance, Great Fortitude.
ity with a range of 30 feet. She can activate this ability Special: The character must have been knocked
once per day as a free action, lasting a number of unconscious or killed by an undead creature or necro-
rounds equal to her class level. mancy spell, or must have received a negative level or
Nature’s Defender (Ex): A Guardian of 7th level or ability damage or drain from an undead or a necro-
higher gains a +1 morale bonus on attack rolls, weapon mancy spell.

CHAPTER 1:
ALL ABOUT
damage, checks, and saving throws when within 500

GHOSTS
feet of her bonded tree. Class Skills
Quench (Sp): A Guardian of 7th level or higher can The bone collector’s class skills (and the key ability
use the quench ability (as the spell) once per day. for each skill) are Alchemy (Int), Concentration
Tree Stride (Sp): A Guardian of 9th level or higher can (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate
use the tree stride ability (as the spell) once per day. (Cha), Knowledge (arcana) (Int), Knowledge (the
planes) (Int), Profession (Wis), and Sense Motive
BONE COLLECTOR (Wis). See Chapter 4: Skills in the Player’s Handbook
A bone collector is a person who draws personal power for skill descriptions.
from the destruction of undead. Bearing tokens and
trophies of her kills, the bone collector is often mis- Skill Points at Each Level: 4 + Int modifier.
taken by the ignorant for a common necromancer,
when in truth most oppose necromancy and seek to Class Features
undo its works. A rare few are parasites to necro- All of the following are class features of the bone col-
mancers, using cast-off bits of discarded experiments lector prestige class.
in undeath to increase their own power. Weapon and Armor Proficiency: Bone collectors
A bone collector is usually a fighter, cleric, or pal- gain no proficiency with any weapons, armor, or
adin, although some good-aligned beings avoid this shields.
career because of the constant association with undead Spells: A bone collector has the ability to cast a
and negative energy. Some rogues, bards, and monks small number of divine spells. To cast a spell, the bone
become bone collectors, adorning themselves with collector must have a Wisdom score of at least 10 + the
strange icons to advance their other skills. Rarely do spell’s level, so a bone collector with a Wisdom of 10 or
barbarians, druids, rangers, sorcerers, or wizards lower cannot cast these spells. Bone collector bonus
become bone collectors, either opposing the gathering spells are based on Wisdom, and saving throws against
of residual undead energy or else having more effec- these spells have a DC of 10 + spell level + the bone col-
tive ways to do so. lector’s Wisdom modifier (if any). When the bone col-
Bone collectors are usually loners, although in lector gets 0 spells of a given level, such as 0 1st-level
places where undead are more common, they some- spells at 1st level, she gets only bonus spells. The bone
times gather in groups to plan their attacks and trade collector’s spell list appears below. A bone collector
items. Such groups either oppose (if good) or ally with prepares and casts spells just as a cleric does.
(if evil) active groups of necromancers and undead. Recognize Undead (Ex): A bone collector has
More than once has a cabal of necromancers been trained her senses to such an extent than she can more
undone from within by their supposed allies who easily recognize an undead creature for what it is. She
found a sudden need for undead parts. gains a +4 bonus on Spot checks or Will saving throws
Hit Die: d8. to penetrate an undead’s disguise or an illusion spell
that changes its appearance. If an undead creature is
Requirements not attempting to disguise its nature or naturally
To qualify to become a bone collector, a character must appears much like a living creature, the bone collector
fulfill the following criteria. gains a Spot check (DC 10 + undead’s Cha modifier) to
Table 1–4: The Bone Collector
Base Fort Ref Will Spells per Day
Level Attack Bonus Save Save Save Special 1st 2nd 3rd
1st +0 +0 +0 +2 Lesser bone armor, recognize undead 1 — —
2nd +1 +0 +0 +3 Lesser bone weapon 2 0 —
3rd +2 +1 +1 +3 Negative energy shroud 2 1 —
4th +3 +1 +1 +4 Greater bone armor 2 2 0
5th +3 +1 +1 +4 Greater bone weapon 2 2 1
6th +4 +2 +2 +5 Undead channel 2 2 2

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realize the creature is undead. See the description of her effective caster level for meeting the special
the Disguise skill in the Player’s Handbook for informa- requirement for crafting weapons with enhancement
tion on repeat attempts to penetrate a disguise. bonuses, so a Clr8/Bone collector 4 is counted as a
Lesser Bone Armor: Using her knowledge of 12th-level spellcaster for the purpose of crafting magic
undeath and magic, a bone collector can craft certain weapons and therefore could craft a weapon with a +4
kinds of magical armor (including shields) that imitate enhancement bonus (see Creating Weapons in Chap-
or hamper undead abilities. She can craft armor with a ter 8 of the DUNGEON MASTER’s Guide).
+1 enhancement bonus or imbue magic armor with Negative Energy Shroud (Su): By surrounding
any of the following properties: death ward, energy herself with a weak aura of negative energy, a bone col-
drain, shadow, silent moves. This ability works as if she lector of 3rd level or higher can confuse attempts to
CHAPTER 1:
ALL ABOUT

had the Craft Magic Arms and Armor feat discern her living nature. Undead creatures perceive
GHOSTS

and met all prerequisites for the abilities her as a fellow undead, spells such as detect undead and
being added (so she could create shadow deathwatch perceive her as an undead creature, and so
armor even if she didn’t otherwise have on. Mindless undead ignore her unless they have spe-
access to the invisibility prerequisite of the cific orders to attack other undead creatures, and intel-
shadow property). All other rules for creat- ligent ones are likely to assume she is a vampire or
ing magic armor apply (cost to create, cre- other sort of undead that looks alive. The shroud
ation time, and so on). Any armor the gives her a +2 bonus on saving throws against
bone collector crafts bears a noticeable attacks based on negative energy (such as
motif of death; it may be decorated enervation and inflict spells), but causes all
with actual bones, bear images of healing spells cast upon her to cure only
skulls, and so on. half the normal damage.
A bone collector with another Actions by the bone col-
spellcasting class and the Craft lector may give observers
Magic Arms and Armor feat adds her clues to her living state
class level to her other spellcasting class (such as reacting to pain or
level to determine her effective caster level holding her breath when
for meeting the special requirement for entering water). Attacking an
crafting armor with enhancement bo- undead creature causes this
nuses, so a Clr8/Bone collector 4 is ability to end immediately. This
counted as a 12th-level spellcaster for ability may be used once per day
the purpose of crafting magic armor and lasts up to 10 minutes per
and therefore could craft armor with a class level.
+4 enhancement bonus (see Creating Greater Bone Armor: In a
Armor in Chapter 8 of the DUNGEON fashion similar to the lesser bone ar-
MASTER’s Guide). mor ability, a bone collector of 4th
Lesser Bone Weapon: In a fashion level or higher can craft armor
similar to the lesser bone armor ability, (including shields) with up to a +3
a bone collector of 2nd level or higher enhancement bonus or with the fol-
can craft certain kinds of magic weapons lowing properties: absorbing, cold resist-
that imitate undead attacks or harm ance, etherealness, ghost touch.
undead. She can craft weapons Greater Bone Weapon: A bone collec-
with a +1 enhancement bonus or JJ tor of 5th level or higher can craft weap-
can imbue magic weapons with ons with up to a +3 enhancement bonus or
any of the following properties: flaming, ghost touch, with the following properties: disruption,
truesilver. This ability works as if she had the Craft flaming burst, ghost bane, undead bane, vampiric.
Magic Arms and Armor feat and met all prerequisites Undead Channel (Su): Once per day, a 6th-level
for the abilities being added (so she could create a flam- bone collector may absorb any one magical effect
ing weapon even if she didn’t otherwise have access to from an undead creature’s attack, such as an ability
the fireball prerequisite of the flaming property). All score drain or damage, a negative level, a corrupting
other rules for creating magic weapons apply (cost to touch, or a paralyzing touch. This absorption does not
create, creation time, and so on). Any weapon the bone require a readied action and can be activated by a bone
collector crafts bears a noticeable motif of death; it collector in response to an attack by an undead. The
may be decorated with actual bones, bear images of absorbed attack has no effect upon the bone collector,
skulls, and so on. but remains as a stored magical effect within her body
A bone collector with another spellcasting class and up to 24 hours after the attack. She may activate this
the Craft Magic Arms and Armor feat adds her class stored effect as a free action and discharge it upon a
level to her other spellcasting class level to determine target by making a touch attack, affecting the target as
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if the original undead creature were making the are more aloof and reserved toward outsiders than all
attack. Once activated, the stored effect works like a others and go about their strange business without
touch spell and triggers upon the next creature or feeling the need to explain themselves to those outside
object she touches. the clan.
For example, Shelda the bone collector is attacked Hit Die: d8.
by a vampire and decides to use her undead channel
ability to absorb the creature’s energy drain attack. She Requirements
later slays the vampire and hunts down Tellon the To qualify to become a Deathwarden chanter, a char-
enchanter, with whom she has an old grudge. Finding acter must fulfill the following criteria.
him, she activates the latent energy drain within her Race: Dwarf.

CHAPTER 1:
ALL ABOUT
and makes a successful touch attack. Tellon immedi- Alignment: Any lawful.

GHOSTS
ately gains two negative levels, just as if the vampire Base Attack Bonus: +4.
had struck him personally. Skills: Concentration 5 ranks, Knowledge (ghost
lore) 3 ranks, Knowledge (the planes) 3 ranks, Knowl-
Bone Collector Spell List edge (religion) 5 ranks, Perform (sing).
Bone collectors choose their spells from the following Feats: Iron Will, Spell Focus (Evocation).
list. Spells: Able to cast 3rd-level divine spells.
1st Level: bonerattle, chill touch, cure light wounds, Patron Deity: Any but Orcus.
detect undead, disrupt undead, invisibility to undead, magic Special: Must have participated in a Hallowing with
stone, protection from possession. the permission of the Deathwarden dwarves; must
2nd Level: consecrate, endurance, ghoul touch, ghost have destroyed one undead of 3 HD or more through
touch armor, lesser restoration, shroud of undeath. the use of positive energy.
3rd Level: forced manifestation, negative energy protec-
tion, searing light, vampiric touch. Class Skills
The Deathwarden chanter’s class skills (and the key
DEATHWARDEN CHANTER ability for each skill) are Concentration (Con), Craft
The Deathwarden chanters are the most prestigious, (Int), Diplomacy (Cha), Heal (Wis), Knowledge (ghost
respected, and mysterious members of the dwarven lore) (Int), Knowledge (the planes) (Int), Knowledge
Deathwarden clan. They lead the rituals to prepare (religion) (Int), Profession (Wis), and Scry (Int). See
bodies for their journey into the afterlife (the Hallow- Chapter 4: Skills in the Player’s Handbook for skill
ing), and they direct the actions of other dwarves descriptions.
when the physical remains of their charges or the Veil
of Souls itself is threatened. Skill Points at Each Level: 2 + Int modifier.
Most chanters are clerics or fighter/clerics. Some-
times a dwarf bard takes up the mantle of the Death- Class Features
warden chanter, and even less common are the All of the following are class features of the Death-
paladins or rangers that become chanters. Members of warden chanter prestige class.
other classes are either too undisciplined, too focused Weapon and Armor Proficiency: Deathwarden
on the world of the living, or have incompatible chanters gain no proficiency with any weapons, armor,
philosophies with the Deathwardens. or shields.
The chanters, like the Deathwardens as a whole, are Spellcasting: A Deathwarden chanter continues
an enigma to most people of Manifest. The common training in divine magic. Thus, when a new Death-
folk know that the dwarves protect the bodies of the warden chanter level is gained, the character gains new
fallen and guard the Veil of Souls, but none know their spells per day as if he had also gained a level in a divine
methods or why guarding the gate against the living is spellcasting class he belonged to before he added the
so important. As the leaders of the clan, the chanters prestige class. He does not, however, gain any other
Table 1–5: The Deathwarden Chanter
Base Fort Ref Will
Level Attack Bonus Save Save Save Special Spellcasting
1st +0 +0 +0 +2 Smite undead 1/day, undead’s foe +1 level of existing divine spellcasting class
2nd +1 +0 +0 +3 Iron soul +1 level of existing divine spellcasting class
3rd +2 +1 +1 +3 Great rune +1 level of existing divine spellcasting class
4th +3 +1 +1 +4 Smite undead 2/day +1 level of existing divine spellcasting class
5th +3 +1 +1 +4 Deep chant 1/day +1 level of existing divine spellcasting class
6th +4 +2 +2 +5 Great rune +1 level of existing divine spellcasting class
7th +5 +2 +2 +5 Shepherd soul +1 level of existing divine spellcasting class
8th +6 +2 +2 +6 Smite undead 3/day +1 level of existing divine spellcasting class
9th +6 +3 +3 +6 Great rune +1 level of existing divine spellcasting class
10th +7 +3 +3 +7 Deep chant 2/day +1 level of existing divine spellcasting class
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benefit a character of that class would have caster level. This area may be a flat surface, an object, a
gained (additional uses of wild shape, meta- doorway, or a section of corridor.
magic or item creation feats, and so on). This Some runes require a sacrifice by the chanter. For
essentially means that he adds the example, a rune that functions like a spell glyph from
level of Deathwarden chanter a glyph of warding requires the chanter to
to the level of some other use one of his spell slots to power
spellcasting class the charac- that rune. Until the rune is trig-
ter has, then determines gered or negated, the
spells per day and caster chanter cannot use that
level accord- spell slot. Once the
CHAPTER 1:
ALL ABOUT

ingly. rune is triggered


GHOSTS

or negated, the
chanter can
once again pre-
pare spells with
that slot after
his next period of rest
and time of prayer.
Drawing a rune takes
Smite Undead (Su): With this ability, 10 minutes and re-
a chanter can attempt to smite undead quires concentra-
with a normal melee attack. He adds tion, just as if the
his Charisma modifier (if positive) to chanter were casting a
his attack roll and deals 1 extra point spell. A chanter can
of damage per class level. This extra finish all but the last
damage is from positive energy symbol of a rune, allow-
and is not affected by damage ing him to finish it later
reduction. If the chanter as a single standard
accidentally smites action (a chanter can
a creature that is complete another chant-
not undead, the er’s rune only if he
smite has no effect but is still RS knows that rune and suc-
used up. If the chanter has a smite ability from another ceeds on a Spellcraft check
class (such as paladin), he may use that smite ability against DC 20). However, an incomplete rune is vul-
separately or combine them into a single strike if the nerable to outside interference—any creature walking
target meets all criteria for all smites (such as evil and upon or disturbing the incomplete rune negates it
undead for a paladin/chanter). entirely, just as if it were a spell that had been inter-
Undead’s Foe: A chanter’s class level stacks with rupted during casting.
his cleric and paladin levels for the purpose of turning A completed rune is anywhere from 1 to 5 feet in
undead. diameter, depending on the desires of the chanter who
Iron Soul (Ex): Upon attaining 2nd level, a Death- created it. Once completed, a rune is no more difficult
warden chanter gets a +4 bonus on saving throws to notice than an ordinary drawing. Safely removing a
against death effects and on saving throws to remove a rune requires the use of dispel magic or a similar spell
negative level. (the dispel check is made against the caster level of the
Great Rune (Sp): Deathwarden chanters come to chanter who created it) or a Disable Device check (DC
understand how to create powerful runes, which they 25 + 1/2 chanter’s class level + chanter’s Wis modifier).
can inscribe on items and locations. At 3rd, 6th, and 9th For runes that have saving throws, the DC of the
level, the chanter chooses one rune from Table 1–6: save is equal to 10 + 1/2 chanter’s class level + chanter’s
Deathwarden Chanter Runes. His level + Wisdom mod- Wis modifier.
ifier determines how many runes he can choose from at A chanter can dissipate one of his own runes by
any given time. He can’t choose the same rune twice. touching it and spending a standard action concen-
A rune must be drawn, painted, or engraved on a trating on it. If the dissipated rune requires a sacrifice
solid surface or object. Some are active runes, which to create it (such as a spell slot), the sacrificed ability
begin functioning as soon as they are completed, cannot be used until the rune is discharged or dissi-
while others are passive runes, triggered by certain pated, after which it returns at the normal rate for its
conditions set at the time of the rune’s creation. Passive type (such as after 8 hours of rest, when other spells are
runes are given triggering conditions similar to a glyph prepared). All runes have a duration of “permanent
of warding and protect an area up to 5 square feet per until discharged” unless otherwise stated.
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Table 1–6: Deathwarden Chanter Runes Spell Rune (Passive): This rune functions like the spell
Level +
Wis Modifier Rune glyph version of a glyph of warding. The chanter sacri-
1 Spell rune fices a cleric spell slot of the stored spell’s level to
2 Ward rune power the rune, so a rune of hold person would use one
3 Turning rune of the chanter’s 2nd-level cleric spell slots. The target’s
4 Armor rune save DC is based on the chanter’s rune save DC and not
5 Thunder rune the save DC of the spell.
6 Law rune
7 Clan rune
Thunder Rune (Active): When this rune is completed,
8 Veil rune a loud peal of thunder erupts from it. All enemies
9 Song rune within 60 feet of the rune are dazed for 1 round and

CHAPTER 1:
ALL ABOUT
10 Ancestor rune must make Fortitude saves or be deafened. This is a

GHOSTS
sonic effect. The deafness is similar to that caused by a
Ancestor Rune (Active): This powerful rune calls one thunderstone (permanent, but cannot be negated with
of the chanter’s dead ancestors back from beyond the dispel magic or similar spells, although remove deafness
Veil to fight on his behalf. The rune acts as a planar ally works). A chanter can draw this rune once per day.
spell, but always summons a dwarf cleric or fighter Turning Rune (Passive): A chanter must sacrifice one
with the celestial or fiendish template and with a class use of his turn undead ability to create this rune.
level no greater than the chanter’s caster level. Com- When triggered, the rune activates as if the chanter
pleting this rune is very draining, and for an entire himself were using his turn undead ability at that loca-
week after its completion, the chanter gains two nega- tion. This rune is often used to protect sites that suffer
tive levels. These negative levels never result in actual frequent attacks by undead that otherwise would not
level loss and cannot be removed in any way (includ- have a cleric protecting them.
ing by restoration spells) before the week is over. Veil Rune (Active): This rune draws upon the power of
During the creation of this rune, the chanter sacrifices the Veil itself. Living creatures within 60 feet of the
100 gp worth of treasure or magic items per level of the rune are fatigued as the power of the Veil saps their life
ancestor called. The ancestor remains for no more than energy (leaving the area negates the fatigue). Ghosts
6 hours. A chanter can use this rune no more than within 60 feet of the rune must make a Will saving
once per week. throw (DC 10 + 1/2 chanter’s class level + chanter’s Cha
Armor Rune (Active): When completed, the rune ema- modifier) every round or succumb to the Calling. Up
nates a magic vestment spell to a radius of 5 feet, affect- to 20 creatures can be excluded from this effect; the
ing all allies of the chanter within this emanation. The names of these creatures are written into the rune
power of the rune lasts 12 hours. A chanter can have during its creation. A chanter can draw this rune once
only one of these runes in effect at any time; creating per day.
a second one causes the first one to dissipate. Ward Rune (Passive): A chanter must have the deep
Clan Rune (Active): All dwarves within 30 feet of this chant ability to learn this rune. The ward rune is a pow-
rune gain a +2 luck bonus on attack rolls, weapon erful alarm with two effects. First, the creature that
damage rolls, saves, and skill checks. This effect begins triggers the rune must make a Fortitude save or be
once the rune is inscribed and lasts 24 hours. A chanter stunned for 1d6 rounds. Second, the rune acts as the
can have only one of these runes in effect at any time; first form of the deep chant ability (see below), trans-
creating a second one causes the first one to dissipate. mitting a short message to all Deathwarden dwarves
Law Rune (Active): This rune affects creatures with- within 1 mile. A chanter can have only one of these
in 60 feet of it, providing all lawful beings a +2 com- runes in effect at any time; creating a second one
petence bonus on saving throws and increasing the causes the first one to dissipate.
DC of all law spells cast from within this area by 2. A Deep Chant (Su): This ability, gained by a chanter at
chanter can have only one of these runes in effect at 5th level, has two different functions, both of which
any time; creating a second one causes the first one require a full-round action and only one of which can
to dissipate. be used per day. First, it can be used to send a tele-
Song Rune (Active): This rune constantly emits a low pathic message to all Deathwarden dwarves within a 1-
chant in the language of the Deathwardens. All allies mile radius of the chanter’s location. This message can
of the chanter within 60 feet of the rune gain three be no more than ten words long.
benefits. First, they are immune to fear effects. Second, a deep chant can act as a boosted turn un-
Second, they stabilize automatically when their hit dead attempt, as if the chanter had the Divine Energy
points drop to –1 or lower (as if wearing a periapt of Focus feat. This does not count toward his normal
wound closure). Third, they gain a +2 bonus on saves number of turning attempts per day and does not stack
against sonic effects. The rune lasts 1 minute per class with the Divine Energy Focus feat.
level. A chanter can have only one of these runes in Shepherd Soul (Su): Once per day, a chanter of 7th
effect at any time; creating a second one causes the level or higher can force a ghost within 50 feet to
first one to dissipate. depart the Material Plane and enter the True Afterlife,
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as if using a dismissal spell. The chanter uses his caster Class Skills
level, not his chanter level, to determine the modifier The ghost slayer’s class skills (and the key ability for each
to the effect’s save DC. This ability works even if the skill) are Bluff (Cha), Climb (Str), Craft (Int), Diplomacy
ghost is within the Manifest Ward. (Cha), Disguise (Cha), Forgery (Int), Gather Information
(Cha), Hide (Dex), Innuendo (Wis), Knowledge (ghost
GHOST SLAYER lore) (Int), Listen (Wis), Profession (Wis), Read Lips
Within and near the city of Manifest, the disembodied (Int), Sense Motive (Wis), Spot (Wis). See Chapter 4:
souls of the dead walk among the living. Some people Skills in the Player’s Handbook for skill descriptions.
think this is unnatural and wish the dead would take
their proper places in the True Afterlife. The ghost Skill Points at Each Level: 4 + Int modifier.
CHAPTER 1:
ALL ABOUT

slayer is such a person, one who studies ghosts so that


GHOSTS

they can be easily dispatched and no longer bother the Class Features
living with their presence. All of the following are class features of the ghost
Most ghost slayers are barbarians, fighters, rangers, slayer prestige class.
or rogues, although there is at least one religious cult Weapon and Armor Proficiency:
Ghost slayers gain no pro-
ficiency with any weap-
ons, armor, or shields.
Untainted Spirit (Ex): A
ghost slayer is immune
to all forms of posses-
that feels ghosts are an abomina- sion.
tion and must be driven out. Few sorcerers or wiz- Silver Aura (Su):
ards become ghost slayers, since they have more Once a slayer has at-
effective means of dealing with ghosts. Ghost slayers tained 2nd level, all of
are not necessarily evil; some focus on eliminating his melee weapons
only evil ghosts, while others consider any kind of (including unarmed
ghost an obscene mark upon the face of the earth. strikes) are treated as
Ghost slayers are never themselves active as ghosts, silver for the purpose of
although one may remain around long enough their ability to stun a
to inform others of his death, of the location ghost with a successful
of his body, and that he wishes to be raised critical hit or sneak
from the dead. attack.
While there are folk in Manifest that Protected Vessel (Ex): A
would rather see fewer ghosts, only slayer of 3rd level or higher
madmen suggest killing them all to restore gains a +3 bonus on all sav-
the proper state of things. Therefore, ghost ing throws against ghost
slayers, like assassins, must conceal their powers. Furthermore, he
nature and goals. Some work alone, some are reduces ability damage or
members of a secret organization such as the drain caused by ghost
Knights of the Quiet, and others work with powers by 1 point for
JJ
outside factions such as the yuan-ti and each attack (minimum 0).
undead to promote their cause. Detect Ghost (Sp): At 4th
Hit Die: d8. level and higher, a ghost slayer can use detect ghost at
will as a spell-like ability.
Requirements Ghost Touch Aura (Su): As a move-equivalent
To qualify to become a ghost slayer, a character must action, a ghost slayer of 4th level or higher can cause
fulfill the following criteria. his weapon to glow with a dull violet aura for 1 round
Base Attack Bonus: +4. (if unarmed strike is the weapon chosen, the aura
Skills: Gather Information 4 ranks, Innuendo 4
ranks, Knowledge (ghost lore) 5 ranks, Spot 5 ranks. Table 1–7: The Ghost Slayer
Feats: Alertness plus either Ghost Fighting or Base Fort Ref Will
Incorporeal Spell Targeting. Level Attack Bonus Save Save Save Special
1st +1 +2 +0 +2 Untainted spirit
Special: Must have been knocked unconscious by 2nd +2 +3 +0 +3 Silver aura
or failed a saving throw against an attack from a ghost; 3rd +3 +3 +1 +3 Protected vessel
a character who is a ghost cannot take the ghost slayer 4th +4 +4 +1 +4 Detect ghost,
prestige class. ghost touch aura
5th +5 +4 +1 +4 Ghost bane fires
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affects one of the slayer’s limbs). This aura makes the of disguise incurs a –10 penalty on the check. A ghost
weapon act as if it had the ghost touch property. A slayer with the Solid Visage feat does not have this penalty.
may use this ability at will. A living creature can only disguise itself as a ghost
Ghost Bane Fires (Su): As a free action, a 5th-level with the help of magic or alchemy (such as a ghost dis-
ghost slayer may invoke blue flames upon his guise kit, described in the Equipment section), since it
weapon that last for 1 round (if unarmed strike is the is impossible to make a physical body appear transpar-
weapon chosen, the aura affects all of the slayer’s ent with mundane materials. With the proper equip-
limbs, allowing all unarmed strikes by the slayer to be ment, this sort of disguise incurs a –10 penalty on the
affected). These flames grant the weapon the ghost check. Of course, disguising a physical body as a ghost
bane property. This ability can be used a number of with the Solid Visage feat has no penalty.

CHAPTER 1:
ALL ABOUT
times per day equal to the slayer’s class level + his

GHOSTS
Charisma modifier. Escape Artist (Dex)
A character covered in slippery ectoplasm (10 pounds
for a Medium-sized creature, 5 pounds for a Small crea-
SKILLS ture) gains a +4 circumstance bonus on Escape Artist
In addition to the uses for skills described in the checks.
Player’s Handbook, skills have the following additional
uses in a Ghostwalk campaign. Heal (Wis)
A character with the Heal skill can use it on a ghost
Alchemy (Int) just as easily as she could on a living creature. A char-
Several new alchemical items can be made in a Ghost- acter using the skill untrained takes a –2 penalty on
walk campaign. Heal checks on ghosts. A corporeal creature cannot
use the Heal skill on an incorporeal creature without
Task DC Notes magic of some kind. A character with the Ectoplasm
Recognize wraithweed 20 Costs 1 sp per attempt feat gains a +2 circumstance bonus on Heal checks
Create wraithweed powder 25 See Craft skill*
Make soul venom 20 See Craft skill
made to treat ghosts.
Make dark ectoplasm 25 See Craft skill
Make ectoplasmic stabilizer 15 See Craft skill Hide (Dex)
Make ghost disguise kit 15 See Craft skill A ghost receives a +4 racial bonus on Hide checks. This
* Use the rules in the Craft skill to determine time and cost. bonus stacks with any racial or size bonuses the ghost
had while alive.
Animal Empathy (Cha)
You may use this skill on animals that have been trans- Intuit Direction (Wis)
formed into ghosts (by use of the ghost companion A ghost can sense the general direction of her physical
spell), but there is an additional –4 penalty to do so. body with an Intuit Direction check (DC 15). She can
retry once per round and never takes a misdirection
Climb (Str) penalty if she rolls a 1 when trying to find her body.
A character with sticky ectoplasm on her hands and A ghost can also use this skill to determine the direc-
feet gains a +2 circumstance bonus on Climb checks tion of the Veil of Souls, gaining a +1 bonus for each of
(this bonus does not stack with similar circumstance her eidolon levels. She may retry once per round and
bonuses to climbing, such as from a climber’s kit). never takes a misdirection penalty if she rolls a 1.
Even if the ghost is untrained in this skill, she may
Craft (Int) instead attempt a Wisdom check (DC 15) for either of
The gnomes of the Ghostwalk campaign have created a the uses described above.
type of wood and metal manikin in the shape of a body
that any incorporeal ghost can enter and manipulate as Knowledge (Int)
if it were a physical body. This is handy for times when In the Ghostwalk campaign, a new Knowledge category
a ghost is forced to be incorporeal (such as outside the is available: Ghost lore (the paths, weaknesses, ghost
Manifest Ward) or cannot access a physical body. Shell- powers, the Calling).
craft (as it is known) is a respected but uncommon This category of the Knowledge skill is a class skill
Craft skill in Manifest. The Craft DC to make a shell- for bards, clerics, and wizards.
craft manikin is 20.
Move Silently (Dex)
Disguise (Cha) A character with slippery ectoplasm on her feet gains
A ghost (which is normally semitransparent) can dis- a +2 circumstance bonus on Move Silently checks. If
guise itself as a living creature if it is manifested fully she moves more than half her speed in a round, she
(and can therefore use conventional makeup) or if it must succeed on a Balance check (DC 10) in each
has access to ghost touch disguise equipment. This sort round of movement or fall. If she moves more than her
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speed in a single round, the DC for the Balance check


increases to 15. FEATS
The new feats presented here are designed for charac-
Scry (Int) ters in a Ghostwalk campaign, but many of them are
A ghost can be the target of scrying as if she were a usable by characters in any sort of campaign.
living creature, with no penalties for the person scrying. In the following text, feats with the [General]
descriptor can be taken by any character who meets
Search (Int) the prerequisites (if any).
A ghost is more difficult to track than a living creature Feats with the [Fighter] descriptor can be taken by a
(see the Wilderness Lore skill below). fighter as one of the bonus feats available to members
CHAPTER 1:
ALL ABOUT

of that class.
GHOSTS

Speak Language (Int) Feats with the [Ghost] descriptor can be used only by
These languages are known in the Ghostwalk cam- ghosts unfettered by a physical body. A living creature
paign, in addition to those in the Player’s Handbook: can select ghost feats, but cannot use them unless a ghost.
Heshar (Bazareene), Pek (Tereppek), and Salak (Sal- Ghost feats selected while the character was a ghost carry
kiria/Thurkasia). Among the people of this part of the over to when the character is living, but cannot be used
world, Common is known as the Trade Tongue. until the character is a ghost again. Magical abilities
granted by ghost feats are often called ghost powers.
Spot (Wis) Ghost feats also have a ghost power path descriptor,
A semitransparent ghost is easily recognized as a ghost such as [Corrupter] or [Haunt]. These categories do
(Spot DC 5). not limit feat selection in any way, but simply identify
which path a feat belongs to.
Wilderness Lore (Wis) Unless otherwise stated, ghost feats are supernatural
A character attempting to track a manifested ghost abilities.
takes a –5 penalty on Search or Wilderness Lore
checks made for this purpose. A tracker with the Ecto- Agony Touch [Ghost, Corrupter]
plasm feat ignores this penalty. Incorporeal ghosts Choose one physical ability score (Strength, Dexter-
leave no tracks. ity, or Constitution). When you touch a creature, you
pqqqqrs
CIRCLE MAGIC
The church of Galaedros has discovered the key to cooperative spell, which is consumed by the circle and has no effect
magic, which allows spellcasters to tie their powers together other than expending the prepared spell. The spell levels
through their bond to the land and work more powerful spells expended by the circle participants are totaled as circle
than they could work as individuals. It is reputed that the bonus levels. Each bonus level may be used to accomplish
church of Orcus is trying to develop its own form of circle the following effects.
magic, using frames of giant bones charged with negative 1. Increase the circle leader’s caster level by one for every
energy, but it has so far been unsuccessful. bonus level expended (maximum caster level 20th).
2. Add Empower Spell, Maximize Spell, or Heighten Spell
PARTICIPATION metamagic feats to spells currently prepared by the circle
To participate in circle magic, a person must have the Circle leader. Each bonus level counts as one additional spell level
Magic feat (it doesn’t matter if the participants are of different required by the application of a metamagic feat to a spell. The
divine spellcasting classes, such as cleric, druid, and ranger). circle leader may add the feats listed to a spell even if he does
One participant stands at the center of the circle, usually the not know the feat, or if the addition of the feat would raise the
most powerful or experienced character present. The center spell level past the highest level of spell the circle leader can
character is known as the circle leader. A circle requires two normally cast (maximum spell level 10th).
to five participants plus the circle leader. All participants in a These effects last for 24 hours or until expended. Circle
circle must stand within 10 feet of each other and must be in bonus levels may be divided up as the circle leader sees fit.
contact with natural earth or stone. For example, Selorian Firesinger leads a circle in which four
participants each cast 2nd-level spells. Selorian chooses to
Circle Powers use three circle bonus levels to maximize his flame strike spell,
The first use of circle magic is to empower the circle leader and five to increase his caster level from 10th to 15th level for
with the strength of all the participants. This requires 1 full all level-based variables in his spells. The maximized spell is
hour of uninterrupted concentration on the part of all partic- used up when he casts his flame strike, and the increased level
ipants and the circle leader, during which time they attune effect remains for the next 24 hours. Many high-level spell-
themselves to each other through the conduit of the earth casters of Galaedros in Sura-Khiri lead circles on a daily basis
under their feet. Each participant casts any single prepared to better defend their lands against the yuan-ti.
pqqqqrs
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can deal damage to this ability score. Benefit: As Ghost Ride, except that you may possess
Prerequisites: Corrupting Touch, Cha 11. a relatively intact corpse (sufficient to make a zombie).
Benefit: You can make a touch attack that deals 1d4 You may not possess corporeal undead with this abil-
points of temporary ability damage to the selected abil- ity. You use the corpse’s physical ability scores, modi-
ity score of a target. When you are manifested fully or fied as follows: Str –2, Dex –4, Con — (the corpse has
attacking incorporeal opponents, you add your no Constitution score). The corpse does not get a
Strength modifier to attack rolls. When you are incor- saving throw to resist your possession attempt unless
poreal, you add your Dexterity modifier to attack rolls. it is being held by another creature. You are still sub-
If the attack scores a critical hit, the damage is doubled ject to the time limit of the Ghost Ride feat.
(ghosts are not subject to critical hits). Only one kind Possessing a corpse allows you to use its natural abil-

CHAPTER 1:
ALL ABOUT
of damage or effect from the path of the corrupter ities, but not any other abilities it had in life that

GHOSTS
applies from each attack. You may use this attack once required special knowledge or skill, including feats,
per day per character level. skills, spells, or extraordinary, spell-like, or supernatu-
You do not have to use this ability when you touch ral abilities. The body gains no benefit from any of its
another creature, and creatures that touch you do not character levels (so possessing a human corpse results
take this ability damage. in a body with 1 Hit Die). It has hit points equal to the
Normal: A ghost’s touch attack normally deals no average for a creature of its type, not including any
damage. Constitution bonus it may have had when alive.
Special: You can gain this feat multiple times. Its You give the body a semblance of life, but it is not
effects do not stack. Each time you take the feat, it truly alive and continues to decay at a normal rate. The
applies to a different ability score. body is not undead and does not use undead Hit Dice.

Circle Magic [General] Corrupt Arcane Studies [General]


You know how to use your connection to Galaedros You have dabbled in strange magic that has increased
the Wood God to channel magical power to another your power but adversely affected your mind.
spellcaster of your faith. Prerequisites: Sorcerer or wizard level 3rd, non-
Prerequisite: Divine spellcaster with Galaedros as a good alignment.
patron deity. Benefit: Add a +1 bonus to the DC for all sorcerer
Benefit: You may participate in circle magic. You and wizard spells you cast. You get a +1 bonus on all
gain a +2 bonus on Wilderness Lore checks. caster level checks to overcome spell resistance with
your sorcerer and wizard spells.
Control Visage [Ghost, Haunt] Special: Your magical research has taken its toll on
Your ghost body is shaped as if you were alive and your mind. When you acquire this feat, your Wisdom
unharmed, and you can control what your ghost body score is immediately reduced by 2 points. Restorative
appears to wear. spells (such as restoration or greater restoration) do not
Benefit: When you return from death as a ghost, reverse this Wisdom loss.
you look like a semitransparent version of your body Part of the damage to your mind has resulted in
in the peak of health. As a supernatural ability, you behavioral changes. You develop a fixation for dressing
may change your ghostly clothing, armor, weapons, in black and gray clothing. If at least three-fourths of
and equipment as a standard action as if using the alter what you are clothed in is not black or gray, you lose
self spell, but cannot change the actual appearance of the bonus to your DCs, but still suffer the reduction in
your ghost body. Thus, you could appear to wear a trav- Wisdom.
eler’s outfit, a cold weather outfit, or even a royal outfit. You are often plagued by horrible nightmares. Every
You do not receive any of the penalties or bonuses night, you must succeed on a Wisdom check (DC 10 +
on Charisma-based skill checks that a corpselike ghost 1 per day since the last bout of nightmares) to stave off
would take because of the means of its death. You gain these dark visions. If you fail this check, you are
a +1 bonus on Bluff, Diplomacy, Gather Information, unable to prepare arcane spells for 24 hours.
Intimidate, and Perform checks, and Charisma checks
made to alter an NPC’s attitude. Corrupting Touch [Ghost, Corrupter]
Normal: A ghost without this feat appears as she did Your touch can damage creatures.
at the moment of her death, with wounds and other Benefit: You can make a touch attack that deals
trauma visible on her ghost body. This affects creatures 1d4 points of damage to a creature. When you are
that see the ghost, as described in the Faces of Death manifested fully or attacking incorporeal opponents,
sidebar (earlier in this chapter). you add your Strength modifier to attack rolls. When
you are incorporeal, you add your Dexterity modifier
Corpse Malevolence [Ghost, Dominator] to attack rolls. If the attack scores a critical hit, the
You can possess and animate dead bodies. damage is doubled (ghosts are not subject to critical
Prerequisite: Ghost Ride. hits).
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You do not have to use this ability when you touch


another creature, and creatures that touch you do not
take this damage.
Normal: A ghost’s touch attack normally
deals no damage.

Dancing Blade [Fighter]


You have an energetic fighting style modeled
after traditional Salkirian dancing.
Prerequisites: Proficient in rapier, Perform
CHAPTER 1:
ALL ABOUT

(dance) 1 rank, base attack bonus +1.


GHOSTS

Benefit: When fighting with a rapier with the


full attack action, you gain a +1 bonus on attack rolls
with that weapon.

Diehard [General]
You can remain conscious after
attacks that would fell others.
Prerequisites: Raised among
the barbarians of Bazareene,
Endurance.
Benefit: If reduced to –1 to –9
hit points, you may remain con-
scious and take a single action
each round. You may roll each round
to stabilize, and if you fail that roll,
you lose 1 hit point. If you reach
–10 or fewer hit points, you die.
If you become stabilized, you are
disabled until you are raised above
0 hit points.
Normal: A character without this feat is
unconscious and dying at –1 to –9 hit
points.

Divine Energy Focus [General]


You have a gift for channeling positive or negative
energy. Special: A character with the Ecto-
Prerequisites: Ability to turn or rebuke undead, plasm feat does not take the normal –5 penalty on
Cha 13. Wilderness Lore checks when trying to track a mani-
Benefit: You gain a +2 bonus on turning checks and fested ghost.
turning damage rolls. Treat your cleric level as two A character with sticky ectoplasm on her hands and
higher than normal for the purpose of determining if feet gains a +2 circumstance bonus on Climb checks
you destroy or command undead rather than just turn- (this bonus does not stack with similar circumstance
ing or rebuking them. bonuses to climbing, such as from a climber’s kit).
A character covered in slippery ectoplasm (10
Ectoplasm [Ghost, Shaper] pounds for a Medium-sized creature, 5 pounds for a
You can create ectoplasm, a gooey physical manifesta- Small creature) gains a +4 circumstance bonus on
tion of base supernatural spiritual energy. Escape Artist checks.
Benefit: As a standard action, you can create enough A character with this feat gains a +2 circumstance
ectoplasm to fill a human’s cupped hands (approxi- bonus on Heal checks made to treat ghosts.
mately 1 pound, sufficient to coat a 5-foot-square area A character with slippery ectoplasm on her feet
with a film). You may manifest this ectoplasm from gains a +2 circumstance bonus on Move Silently
your hands, eyes, mouth, or any other part of your checks. If she moves more than half her speed in a
body. Its color may be pale gray, light blue, light green, round, she must succeed on a Balance check (DC 10)
or pale yellow. Ectoplasm is ghost touch material and is in each round of movement or fall. If she moves more
either sticky or slippery at its creator’s discretion. than her speed in a single round, the DC for the Bal-
Ectoplasm decays into nothingness after 10 minutes. ance check increases to 15.
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If sticky ectoplasm is placed on a weapon, the You do not have to use this ability when you touch
weapon is treated as a ghost touch weapon, but it deals another creature, and creatures that touch you do not
only half damage. Special properties on a weapon that gain negative levels.
create energy (such as flaming, frost, or shock) destroy a Normal: A ghost’s touch attack normally deals no
coating of ectoplasm in 1d4 rounds. damage.

Education [General] Ethereal Sidestep [Ghost, Traveler]


Some lands hold the pen in higher regard than the You can teleport yourself a short distance.
sword. In your youth, you received the benefit of sev- Prerequisites: Incorporeal Form, Wis 11.
eral years of more or less formal schooling. Benefit: As a standard action, you can transfer your-

CHAPTER 1:
ALL ABOUT
Prerequisite: Raised in Tereppek. self up to 30 feet from your current position, as the

GHOSTS
Benefit: All Knowledge skills are class skills for you. spell dimension door.
You get a +1 bonus on all skill checks with any two
Knowledge skills of your choosing. Expanded Possession [Ghost, Dominator]
Special: You may take this feat only as a 1st-level You can ride or possess an additional type of creature.
character. Prerequisite: Ghost Ride.
Benefit: Choose one type of creature, such as
Empower Turning [General] giants. You may use any feat from the path of the
You can turn or rebuke more undead with a single dominator on that sort of creature as if it were a crea-
turning attempt. ture of your own type. For example, a human who
Prerequisites: Ability to turn or rebuke undead, selected this feat and chose giants would be able to
Cha 13, Extra Turning.
Benefit: You can turn or rebuke more undead than
usual, but you have a harder time affecting undead
with a larger number of Hit Dice. If you take a –2
penalty on your turning check, you can add +2d6 to
your turning damage roll.
This feat first appeared in Defenders of the Faith.

Enervating Touch [Ghost, Corrupter]


Your touch can bestow negative levels upon crea-
tures.
Prerequisites: Corrupting Touch, non-
good alignment, Cha 15.
Benefit: You can make a touch attack that
bestows one negative level upon a creature.
When you are manifested fully or attack-
ing incorporeal opponents, you add your
Strength modifier to attack rolls. When
you are incorporeal, you add your Dex-
terity modifier to attack rolls. If the
attack scores a critical hit, the number of
negative levels is doubled (ghosts are not
subject to critical hits). Bestowing nega-
tive levels does not heal you. Only one
kind of damage or effect from the path of
the corrupter applies from each attack.
Negative levels remain until 24 hours
have passed or until removed with a spell
such as restoration. At that time, the afflicted
opponent must attempt a Fortitude save
(DC 10 + 1/2 your HD + your Cha modi-
fier). On a success, the negative level goes
away with no harm to the creature. On a
failure, the negative level goes away, but
the creature’s level is also reduced by one.
A separate saving throw is required for
each negative level.
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use Ghost Ride on humanoids or giants. Choosing a Special: You can take this feat multiple times, gain-
creature type that is not affected by mind-affecting ing two additional regular wild shapes and one addi-
abilities (such as constructs, oozes, and undead) has tional elemental wild shape (if you have this
no effect. capability) each time.
Special: You can gain this feat multiple times. Each This feat first appeared in Masters of the Wild.
time, you choose a new type of creature to be affected.
Fade [Ghost, Haunt]
Extra Favored Enemy [General] You can make your ghost body more diaphanous and
You select an additional favored enemy. difficult to detect.
Prerequisites: Base attack bonus +5, favored enemy. Benefit: As a standard action, you can increase your
CHAPTER 1:
ALL ABOUT

Benefit: You add a new favored enemy to your list of racial bonus on Hide checks from being a ghost to +8
GHOSTS

foes (see Table 3–14: Ranger Favored Enemies in the for 1 minute.
Player’s Handbook). Initially, you gain the standard +1
bonus on certain skill checks and on damage rolls Fast Wild Shape [Special]
against this new favored enemy. When you advance You can assume your wild shape faster and more easily
beyond the level at which you gained Extra Favored than you otherwise could.
Enemy, this bonus increases as other favored enemy Prerequisites: Dex 13, ability to wild shape into a
bonuses do (by +1 at 5th, 10th, 15th, and 20th ranger dire animal.
level). For example, suppose you select goblinoids as Benefit: You gain the ability to wild shape as a
your first favored enemy when you are a 1st-level move-equivalent action.
ranger and magical beasts as your second when you Normal: A druid can use wild shape as a standard
reach 5th level. Then you take Extra Favored Enemy as action.
your feat at 6th level and select aberrations. At this This feat first appeared in Masters of the Wild.
point, you have a +2 bonus against goblinoids and a +1
bonus against both magical beasts and aberrations. Foe Hunter [Fighter, General]
When you reach 10th level, your bonuses rise to +3 You have been trained in the methods of fighting var-
against goblinoids and +2 against magical beasts and ious kinds of yuan-ti.
aberrations. Benefit: When fighting yuan-ti, you gain a +1 com-
This feat first appeared in Masters of the Wild. petence bonus on damage rolls for melee attacks and
on ranged attacks at ranges of up to 30 feet, and you act
Extra Slot [General] as if you had the Improved Critical feat for the weapon
You can cast an extra spell. you are using. This benefit does not stack with the
Prerequisite: Spellcaster level 4th. Improved Critical feat.
Benefit: You gain one extra spell slot in your daily A variation of this feat first appeared in the FORGOT-
allotment. This extra slot is one level lower than the TEN REALMS® Campaign Setting.
highest-level spell you can cast. For example, a 6th-
level sorcerer gains an extra 2nd-level slot. Once Forceful Staff Style [Fighter, General]
selected, the extra spell slot never changes level. For You can stun people with your quarterstaff and push
example, once the 6th-level sorcerer above becomes a them around after you stun them.
10th-level sorcerer, this feat still gives him an extra Prerequisites: Improved Unarmed Strike, Weapon
2nd-level slot (because the feat was taken at 6th level), Focus (quarterstaff ).
not a 4th-level slot (one lower than his current highest- Benefit: You may use your quarterstaff to perform
level spell). your stunning attack.
If you have more than one spellcasting class, the If you succeed in stunning your opponent with a
extra slot only applies to one of those classes. quarterstaff attack, you may immediately perform a
Special: You can gain this feat multiple times. Each bull rush against that opponent as if you had not used
time, you gain an extra spell slot at one level lower your melee attack to hit the opponent with your staff.
than the highest-level spell you can cast. If you have multiple attacks, you may attack before
This feat first appeared in Tome and Blood. and after the bull rush, as long as you did not move
more than 5 feet. If you move more than 5 feet in a
Extra Wild Shape [General] round, you cannot follow up an attack with a bull rush
You can use wild shape more frequently than you nor- in this manner.
mally could. For example, Jelana of Kreel is an 8th-level monk
Prerequisite: Ability to use wild shape. who gets two attacks at base attack bonuses of +6 and
Benefit: You can use wild shape two more times per +1. In the current round, she attempts to make a
day than you otherwise could. If you are able to wild stunning attack with her quarterstaff. She succeeds
shape into an elemental, you also gain one additional and the opponent is stunned, so she can immediately
elemental wild shape use per day. attempt a bull rush against the stunned opponent. If
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she moves only the initial 5 feet, she may still use her Full Manifestation [Ghost, Traveler]
second attack at a base attack bonus of +1 against the You can manifest fully when you would otherwise be
stunned opponent or anyone in her new threatened forced to be incorporeal.
area. Benefit: When incorporeal, as a standard action you
Normal: See Bull Rush in Chapter 8 of the Player’s can make a Will saving throw (DC 15) to manifest fully
Handbook. for 1 round.
Normal: A ghost without this feat cannot manifest
Freezing Touch [Ghost, Corrupter] fully outside the Manifest Ward without magical aid.
Your touch is supernaturally cold.
Prerequisite: Corrupting Touch. Ghost Flight [Ghost, Traveler]

CHAPTER 1:
ALL ABOUT
Benefit: You can make a touch attack that deals 1d6 Your fully manifested ghost body can fly.

GHOSTS
points of cold damage. When you are manifested fully Prerequisite: Ghost Glide.
or attacking incorporeal opponents, you add your Benefit: You can fly at your normal land speed with
Strength modifier to attack rolls. When you are incor- good maneuverability, whether you are incorporeal or
poreal, you add your Dexterity modifier to attack rolls. manifested fully. You cannot use the run action when
If the attack scores a critical hit, the damage is doubled you fly.
(ghosts are not subject to critical hits). Only one kind
of damage or effect from the path of the corrupter Ghost Glide [Ghost, Traveler]
applies from each attack. Your fully manifested ghost body can slowly fly.
You do not have to use this ability when you touch Benefit: You gain a fly speed of 5 feet (good). You
another creature, and creatures that touch you do not cannot use the run action when you fly.
take this damage. Normal: A ghost without this feat is confined to the
Normal: A ghost’s touch attack normally deals no forms of movement available to corporeal creatures.
damage.
Ghost Healing [Ghost, Shaper]
Frightful Moan [Ghost, Haunt] You can transfer some of your own ectoplasm to
You can unleash a moan that panics creatures near you. another ghost to heal it.
Prerequisites: Haunting Appearance, Cha 15. Prerequisite: Ectoplasm.
Benefit: As a standard action, you can moan in a Benefit: As a standard action, you may sacrifice any
frightful manner. All creatures within a 30-foot radius number of your own current hit points in order to heal
must succeed on a Will saving throw (DC 10 + 1/2 any ghost you are touching a like amount of hit points.
your HD + your Cha modifier) or become panicked for You cannot sacrifice more than your current hit points
2d4 rounds. This is a sonic, necromantic, mind-affect- +10, which is enough to kill you.
ing, fear effect. A creature that successfully saves
against your frightful moan cannot be affected by it for Ghost Hand [Ghost, Poltergeist]
one day. Each time you use this ability, you deal 2 You can move small objects in a limited manner
points of Charisma damage to yourself. when you are a ghost.
Benefit: You can exert force upon an unattended
Frightful Presence [Ghost, Haunt] object as if using the mage hand spell, except that the
Your very presence can cause others to be stricken range of this ability is touch, and it does not require
with fear. concentration. You can hold or move only one
Prerequisites: Haunting Appearance, Frightful object at a time. Holding an item does not take an
Moan, Cha 15. action.
Benefit: You gain frightful presence as an extraor- Normal: Without this feat, an incorporeal ghost
dinary ability. You can activate the ability as a free can move only other incorporeal creatures or ghost
action whenever you attack, charge, or fly overhead. touch items.
Creatures with fewer Hit Dice than you that are
within a radius of 30 feet are subject to your frightful Ghost Ride [Ghost, Dominator]
presence and must succeed on a Will saving throw You can hide within the physical body of a living crea-
(DC 10 + 1/2 your HD + your Cha modifier). Crea- ture, perceiving the world through its senses, but
tures with less than half your Hit Dice that fail are without the ability to control the host.
panicked for 2d4 rounds, and those with more than Benefit: As a standard action, you can attempt to
half your Hit Dice that fail are shaken for 2d4 rounds. inhabit the physical body of a living creature. You
This is a mind-affecting, fear effect. A creature that must enter your target’s space, which provokes an
successfully saves against your frightful presence attack of opportunity from the target. The target may
cannot be affected by it for one day. Each time you resist with a Will saving throw (DC 10 + 1/2 your HD
use this ability, you deal 2 points of Charisma damage + your Cha modifier). A creature that saves against
to yourself. this ability is immune to your attempts to use any feat
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on the path of the dominator for one day. If the save is Benefit: Your Intelligence is 4 points higher for the
failed, your ghost body and any ghost touch equipment purpose of determining how many bonus languages
you carry vanishes into the target’s physical body you may start with. Speak Language is always a class
(non-ghost touch items you carry drop to the ground in skill for you. You gain a +1 bonus on all Innuendo and
the target’s square). The target gets another Will Sense Motive checks.
saving throw every 10 minutes to force you out of its Special: You may take this feat only as a 1st-level
body, causing your ghost body to appear in an adja- character.
cent space to your target. This is a mind-affecting abil-
ity. You may use this ability a number of times per day Grand Malevolence [Ghost, Dominator]
equal to your Charisma modifier (minimum 1). You can possess multiple creatures and control their
CHAPTER 1:
ALL ABOUT

Unlike magic jar, you do not control the target, but actions.
GHOSTS

simply ride along in the target’s body. You see, hear, Prerequisites: Ghost Ride, Iron Will, Minor
smell, feel, and taste what the subject does. You may Malevolence, Malevolence, Cha 17.
remain within a host for a number of minutes equal to Benefit: As the Malevolence feat, except that you
10 × your Hit Dice, after which you are expelled auto- can possess a number of creatures equal to your
matically. When you leave a body, any ghost touch Charisma bonus. Each possession attempt takes a stan-
equipment you were carrying with you at the start of dard action, requires you to move into the target’s
the possession reforms with your ghost body. square (drawing an attack of opportunity), and affects
You may use this feat only on creatures of the same one creature.
type as you (humanoids may ride only humanoids, for You may divide your actions among your hosts in
example). any way you see fit. Distance is not a factor. For
example, if you are possessing a dwarf, an elf, and a
Ghost Smiting [General] human, you could have the dwarf reload his crossbow
You can use your smite ability (smite evil for a paladin, (a move-equivalent action), have the elf cast a sleep
smite undead for a Deathwarden chanter, and so on) to spell (a standard action), and have the human take a 5-
smite ghosts. foot step. Alternatively, you could have the dwarf take
Prerequisites: Wis 13, smite ability. a 5-foot step and the elf cast summon monster I (a full-
Benefit: You may use your smite ability to smite round action), leaving the human with no actions for
ghosts. All normal rules for your smite ability apply, the round. Since relaxing control on a host is a free
except that you may use the smite on ghosts as well as action, you can allow any or all of your hosts to act nor-
on your original sort of smite target, whether or not mally in the same round without penalty.
the ghost would normally qualify for your smite (a pal- When you leave your last possessed host, your ghost
adin could use her smite evil ability to smite a neutral touch equipment reappears with your reformed ghost
or good ghost, for example). body.
A creature that saves against this ability is immune
Ghost-Touch Spell [Metamagic] to your attempts to use any feat on the path of the dom-
You know how to tune your damaging spells to affect inator for one day.
ghosts without harming other creatures.
Benefit: A ghost-touch spell affects only ghosts Greater Witchlight [Ghost, Shaper]
and does no damage to other creatures. Ghosts are Your witchlight can last longer, become hotter, or give
affected whether incorporeal or manifested fully and off more light.
do not have the benefit of their incorporeal miss Prerequisites: Ectoplasm, Witchlight.
chance. This metamagic feat works only on spells Benefit: Your witchlight can have any one of the fol-
that deal damage. For example, a ghost-touch fireball lowing effects. Each invocation of Witchlight may
cast by a 5th-level wizard deals 5d6 points of fire have a different effect, and over the course of 4 rounds,
damage to ghosts, but is harmless to any other crea- you can create three different types of witchlight, each
tures in the area. Damaging spells with additional with a different effect (it is not possible to add another
effects not related to damage (such as the ability of a effect to existing witchlight or change the effect once
wall of ice to function as a barrier) still affect non- it is started).
ghosts (but if a nonghost passed through an opening Extended Witchlight: Your witchlight lasts as long as
in the wall of ice, he would not take any damage from you concentrate + 10 minutes.
the spell). A ghost-touch spell takes up a slot of the Hot Witchlight: Your witchlight deals 1d6 points of
same level as the spell’s actual level. fire damage every round to the target. The target can
attempt to extinguish the flames in the same manner
Gift of Tongues [General] as extinguishing burning alchemist’s fire.
You have an intuitive talent for learning languages. Bright Witchlight: Your witchlight sheds light as a
Prerequisite: Raised in Tereppek. torch.

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Green Bond [General] that number to your turning check result and subtract
You have an empathic bond with one of the spirit trees it from your turning damage roll.
around Manifest. If you’re not a cleric, you may choose a number
Prerequisites: Wis 11, permission of a spirit tree. no higher than your effective cleric level (for in-
Benefit: You gain a +2 bonus on all Knowledge stance, a paladin could choose a number up to two
(nature) and Wilderness Lore checks when within the lower than her paladin level). If a prestige class in-
Spirit Wood. Your bonded spirit tree can communicate creases your effective turning level, use your effective
with you telepathically at a range of 1 mile. This con- turning level.
tact can be initiated only by your bonded tree; you This feat first appeared in Defenders of the Faith.
cannot send messages unless you have been contacted

CHAPTER 1:
ALL ABOUT
first by your bonded tree and it is maintaining the tele- Horrific Appearance [Ghost, Haunt]

GHOSTS
pathic link. You can blast creatures with your simple appearance.
Special: You may take this feat multiple times. Its Prerequisites: Control Visage, Haunting Appear-
effects do not stack. Each time you take this feat, you ance, Improved Control Visage, nongood alignment,
become bonded to another spirit tree. Most spirit trees Cha 17.
prefer that their guardians are bonded to only one tree Benefit: As a standard action, you may assume a hor-
at a time, but there are exceptions. If your bonded rific appearance for 1 round that affects any creatures
spirit tree is killed, you lose all benefits of this feat within 60 feet that view you. These creatures must suc-
until you bond with another tree. ceed on a Fortitude save (DC 10 + 1/2 your HD + your
Cha modifier) or take 1d4 points of Strength, 1d4
Haunting Appearance [Ghost, Haunt] points of Dexterity, and 1d4 points of Constitution
You can make your ghost body assume a terrifying ap- damage. A creature that successfully saves against your
pearance that can frighten observers. horrific appearance cannot be affected by it for one
Prerequisites: Control Visage, Improved Control day. Each time you use this ability, you deal 2 points of
Visage, Cha 11. Charisma damage to yourself.
Benefit: As a standard action, you can momentarily
warp your appearance to such a horrible extent that Improved Control Visage [Ghost, Haunt]
one creature within 30 feet that can see you must suc- You can change your ghost form’s appearance.
ceed on a Will saving throw (DC 10 + 1/2 your HD + Prerequisites: Control Visage, Cha 11.
your Cha modifier) or be affected as by a cause fear Benefit: You can change the appearance of your
spell. A creature that succeeds on the save cannot be ghost body, clothing, armor, weapons, and equipment
affected by your haunting appearance for one day. This as a standard action as if using the alter self spell,
is a necromantic, mind-affecting, fear ability. Each although the changes are purely cosmetic and do not
time you use this ability, you deal 2 points of Charisma grant you any additional abilities (such as flight if you
damage to yourself. create wings). Thus, you could make yourself look like
Normal: A ghost without this feat appears as she did a hobgoblin ghost, an elf ghost, fat, thin, short, tall, and
at the moment of her death, with wounds and other so on, although you still appear semitransparent.
trauma visible on her ghost body. This affects creatures
that see the ghost, as described in the Faces of Death Improved Deflection [Ghost, Poltergeist]
sidebar (earlier in this chapter). You are adept at deflecting things before they strike
you.
Haunting Voice [Ghost, Haunt] Prerequisite: Ghost Hand.
You can make your voice originate from another Benefit: Your incorporeal deflection bonus
location. increases by 1. You cannot use this feat to increase the
Benefit: You can cause the sound of your voice to effect of a deflection bonus gained from a magic item
originate from any point you can see within 100 feet. or spell; it applies only to the deflection bonus derived
While using this ability, all speech and other vocaliza- from your Charisma score because you are a ghost.
tions originate from this other location. You cannot Special: You may take this feat multiple times. Its
use this ability in conjunction with any magical ability effects stack. When you are forced to manifest fully,
that relies on sound, such as bardic music or a shout this feat applies to the natural armor bonus granted by
spell. Using this ability requires concentration. your Charisma (see Monster Abilities, later in this
chapter).
Heighten Turning [General]
You can affect more powerful undead with your turn- Improved Ghost Flight [Ghost, Traveler]
ing or rebuking attempts. Your ghost body can fly rapidly.
Prerequisites: Cha 13, Extra Turning. Prerequisites: Ghost Glide, Ghost Flight.
Benefit: When you turn or rebuke undead, you may Benefit: Your ghost fly speed increases by 10 feet,
choose a number no higher than your cleric level. Add and you can use the run action when you fly.
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Improved Poltergeist Hand [Ghost, Poltergeist] Incorporeal Spell Targeting [General]


You can move a large object at a distance when you are You know how to cast your spells so they’re more
a ghost. likely to affect incorporeal creatures.
Prerequisites: Ghost Hand, Poltergeist Hand, Benefit: Every time a spell, spell-like ability, or
Cha 13. supernatural ability fails to affect an incorporeal crea-
Benefit: You can move a single object as if using the ture because of its incorporeal miss chance, you can
sustained force version of the telekinesis spell, except reroll your miss chance percentile roll one time to see
that it lasts as long as you concentrate. Your caster level if you actually affect it. If multiple incorporeal crea-
is equal to your Hit Dice. A creature can resist being tures are to be affected by the magical effect, you can
moved with a successful Will saving throw (DC 10 + reroll each creature’s miss chance once.
CHAPTER 1:
ALL ABOUT

1/2 your HD + your Cha modifier).


GHOSTS

Incorporeal Target Fighting


Improved Turn Resistance [General] [Fighter, General]
You are better able to You know how to fight incorporeal
resist the channeling creatures in melee.
of positive or nega- Benefit: In melee, every time
tive energy by you miss because of a creature’s
clerics and sim- incorporeal miss chance, you can
ilar classes. reroll your miss chance percentile
Prerequisite: roll one time to see if you actually
Undead. hit.
Benefit: You
gain turn re- Kihu-Sherem Guardian
sistance +2. If [General]
you already have You are one of the Kihu-
turn resistance, Sherem, magically al-
your turn resist- tered in the womb to
ance increases allow you to better pro-
by 2. tect the ruling sorcerers of
Special: You your homeland.
may take this Prerequisite: Male hu-
feat multiple man member of a Bazareene
times. Its effects noble family.
stack. Each time Benefit: For the purpose of
you take it, your determining the effects and DCs
turn resistance of your monk special abilities,
increases by 2. treat your Wisdom as 2 points
higher than its actual value.
Incorporeal Your eyes are a strong,
Form [Ghost, clear green, showing
Traveler] your magical heritage.
You can become Special: You may
incorporeal even take this feat only as a
when you would oth- 1st-level character. You can
erwise be forced to mani- take this feat even if you don’t
fest fully. have any levels in the monk class.
Benefit: When manifested fully, as a standard
action, you can make a Will saving throw (DC 15) to Malevolence [Ghost, Dominator]
become incorporeal for 1 round. If you revert to being You can possess a creature and control its actions.
manifested fully while inside a material object (such as Prerequisites: Ghost Ride, Iron Will, Minor Malev-
a solid wall), you are shunted off to the nearest open olence, Cha 15.
space and take 1d6 points of damage per 5 feet that you Benefit: As the Minor Malevolence feat, except the
so travel. maximum duration is a number of hours equal to your
Normal: A ghost without this feat is normally incor- Hit Dice. A creature that saves against this ability is
poreal, but is manifested fully within the borders of immune to your attempts to use any feat on the path of
the Manifest Ward and cannot overcome the effect the dominator for one day. Each time you use this abil-
without magic. ity, you deal 2 points of Charisma damage to yourself.

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Militia [General] Poltergeist Hand [Ghost, Poltergeist]


You served in a local militia, training with weapons You can move small objects in a limited manner at a
suitable for use on a battlefield. distance when you are a ghost.
Prerequisite: Raised in Bazareene. Prerequisite: Ghost Hand.
Benefit: You get proficiency with the light crossbow Benefit: You may control, at a distance, a number of
and either the short sword or the handaxe. unattended objects equal to 1 + your Charisma bonus
A version of this feat first appeared in the FORGOTTEN as if using the mage hand spell, except that doing so
REALMS Campaign Setting. does not require concentration.

Minor Malevolence [Ghost, Dominator] Poltergeist Rage [Ghost, Poltergeist]

CHAPTER 1:
ALL ABOUT
You can possess a creature for a short while and control You can throw heavy objects with the power of your

GHOSTS
its actions. mind.
Prerequisites: Ghost Ride, Iron Will, Cha 13. Prerequisites: Ghost Hand, Poltergeist Hand, Cha
Benefit: As the Ghost Ride feat, except that you do 13.
control the host. A creature that saves against this abil- Benefit: You can move creatures or objects as if
ity is immune to your attempts to use any feat on the using the violent thrust version of the telekinesis spell.
path of the dominator for one day. Each time you use Your caster level is equal to your Hit Dice. A creature
this ability, you deal 2 points of Charisma damage to can resist being thrown with a successful Will saving
yourself. throw (DC 10 + 1/2 your HD + your Cha modifier).
Each time you use this ability, you deal 2 points of
Natural Spell [General] Charisma damage to yourself.
You can cast spells while in wild shape or shifted form.
Prerequisites: Wis 13, ability to use wild shape. Power Lunge [Fighter, General]
Benefit: You can complete the verbal and somatic Your ferocious attack may catch an opponent
components of spells while in a wild shape. For unprepared.
example, while in the form of a hawk, you could sub- Prerequisites: Base attack bonus +3, Power Attack.
stitute screeches and gestures with your talons for the Benefit: A successful attack roll during a charge
normal verbal and somatic components of a spell. You allows you to add double your normal Strength modi-
can use any material components or focuses that you fier to the attack’s damage, regardless of whether you’re
can hold with an appendage of your form, but you using one- or two-handed weapons. You provoke an
cannot make use of any such items that are melded attack of opportunity from the opponent you charged.
within that form. This feat does not permit the use of This feat first appeared in Sword and Fist.
magic items while in a form that could not ordinarily
use them, and you do not gain the ability to speak Quicken Turning [General]
while in wild shape. You can turn or rebuke undead with a moment’s
This feat first appeared in Masters of the Wild. thought.
Prerequisites: Ability to turn or rebuke undead,
Nauseating Touch [Ghost, Corrupter] Cha 13, Extra Turning.
When you touch a living creature, you can make it Benefit: You can turn or rebuke undead as a free
nauseated. action, but with a –4 penalty on both your turning
Prerequisites: Corrupting Touch, Cha 13. check and turning damage roll. You may still make
Benefit: You can make a touch attack that nauseates only one turning attempt per round.
a living creature for a number of rounds equal to 1d4 + You may use this feat only when you actually
your Charisma modifier. The target may resist with a attempt to turn or rebuke undead. You may not use it
Fortitude saving throw (DC 10 + 1/2 your HD + your when you power a divine feat.
Cha modifier). When you are manifested fully or This feat first appeared in Defenders of the Faith.
attacking incorporeal opponents, you add your
Strength modifier to attack rolls. When you are incor- Rend Ghost [Ghost, Corrupter]
poreal, you add your Dexterity modifier to attack rolls. Your touch can maul the ectoplasm of another ghost.
Only one kind of damage or effect from the path of the Prerequisites: Corrupting Touch, Ectoplasm.
corrupter applies from each attack. Benefit: When you use Corrupting Touch to make
You do not have to use this ability when you touch a touch attack against a ghost, you deal 1d10 points of
another creature, and creatures that touch you are not damage instead of 1d4.
subject to this effect.
Normal: A ghost’s touch attack normally deals no Resist Ghost [General]
damage. You are resistant to the effects of ghost powers.
Benefit: You gain a +4 bonus on all saving throws
against ghost powers.
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Saddleback [Fighter, General] Benefit: For the purpose of determining bonus


You were raised among people who are as comfortable spells and the save DCs of spells you cast as a sorcerer,
riding as walking. treat your Charisma as 2 points higher than its actual
Prerequisite: Human raised in Thurkasia. value. Your eyes are a strong, clear green, showing your
Benefit: You receive a +3 bonus on all Ride checks. magical heritage.
Special: You may take this feat only as a 1st-level Special: You may take this feat only as a 1st-level
character. character. You can take this feat even if you don’t have
any levels in the sorcerer class.
Sculpt Ghost Body [Ghost, Shaper]
You can reshape your ghost body’s ectoplasm to Sherezem-Lar Sorcery [General]
CHAPTER 1:
ALL ABOUT

enhance one physical ability score at the expense of You are one of the Sherezem-Lar, an elite group within
GHOSTS

another. the Sherem-Lar, head and shoulders above the others


Prerequisites: Ectoplasm, Shape Ectoplasm, Wis 11. in power.
Benefit: As a full-round action, you can alter your Prerequisites: Sherem-Lar Sorcery, female human
ectoplasm to increase your Strength, Dexterity, or member of a Bazareene noble family.
Constitution by +2 in exchange for a –2 penalty to one Benefit: For the purpose of determining bonus
of the two physical ability scores you didn’t change. spells and the save DCs of spells you cast as a sorcerer,
This change lasts 10 minutes, after which your ability treat your Charisma as 2 points higher than its actual
scores revert to their normal values. A creature with- value. This benefit stacks with the bonus from the
out an ability score cannot increase or decrease that Sherem-Lar feat. Your eyes are a strong, clear green,
ability score with this feat. showing your magical heritage.
You can use this feat on yourself more than once at Special: You may take this feat only as a 1st-level
the same time, increasing one ability score at the character. You can take this feat even if you don’t have
expense of two others, or vice versa. The bonuses and any levels in the sorcerer class.
penalties stack.
Shriveling Touch [Ghost, Corrupter]
Shape Ectoplasm [Ghost, Shaper] Choose one physical ability score (Strength, Dexterity,
You can make equipment out of ectoplasm. or Constitution). When you touch a living creature or
Prerequisites: Ectoplasm, Wis 11. a ghost, you can cause permanent drain to that score.
Benefit: You can shape available ectoplasm into a Prerequisites: Corrupting Touch, Agony Touch for
facsimile of nonliving material, such as clothing, rope, the same ability score, Cha 13.
leather, or wood. For example, you could make a suit of Benefit: You can make a touch attack that deals 1d4
leather armor out of ectoplasm and it would function points of permanent ability drain to the selected abil-
exactly like normal leather armor (buckles, buttons, ity score of a living creature or ghost. When you are
and other small parts that would normally be made out manifested fully or attacking incorporeal opponents,
of metal are instead made of ectoplasmic wood but are you add your Strength modifier to attack rolls. When
sufficient for this purpose). It takes 1 full round per you are incorporeal, you add your Dexterity modifier
pound of weight of the object to craft it, so a suit of to attack rolls. If the attack scores a critical hit, the
ectoplasmic leather armor takes 15 rounds to shape. draining is doubled (ghosts are not subject to criti-
You must make an appropriate Craft check to shape cal hits). Only one kind of damage
articles requiring a high degree of craftsmanship or effect from the path of the
(a folding chair, a glass vase, and so on). corrupter applies from each
The material is obviously formed of ecto- attack. You may use this
plasm and lasts for a number of minutes attack once per day per
equal to 10 + (10 × your Wisdom bonus). character level.
Shaped ectoplasm has all the properties You do not have to use
of raw ectoplasm, except that it lasts this ability when you touch
longer and maintains whatever another creature, and creatures
form you mold it into. that touch you are not subject to
this ability drain.
Sherem-Lar Sorcery [General] Normal: A ghost’s touch attack
You are one of the Sherem-Lar, normally deals no damage.
magically altered in the womb Special: You can gain this feat
to enhance your potential as a multiple times. Its effects do not
sorcerer. stack. Each time you take the
Prerequisite: Female human feat, it applies to a different abil-
member of a Bazareene noble ity score.
family.
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Solid Visage [Ghost, Haunt] Twin Sword Style [Fighter, General]


Your ghost body appears solid and alive. You have mastered a style of defense that others find
Benefit: Your ghost body (whether incorporeal or frustrating.
manifested fully) appears solid and alive, although it Prerequisites: Raised among the elves of Sura-
can also appear like a normal ghost if you choose. Khiri, Two-Weapon Fighting.
Changing from one state to the other is a standard Benefit: When fighting with two swords (dagger,
action that does not provoke an attack of opportunity. longsword, rapier, scimitar, or short sword, in any
As long as you appear solid, you lose your ghost +4 combination), you can designate a melee opponent
racial bonus on Hide checks. during your action and receive a +2 armor bonus to
Normal: A character without this feat has a ghost your Armor Class against attacks from that opponent.

CHAPTER 1:
ALL ABOUT
body that is semitransparent and easily recognizable as This armor bonus stacks with the armor bonus from

GHOSTS
a ghost. armor and shield. You can select a new melee oppo-
nent on any action. A condition that makes you lose
Survivor [General] your Dexterity bonus to Armor Class (if any) also
Your people thrive in a region that others find unin- makes you lose this bonus.
habitable, and you excel at uncovering the secrets of A version of this feat first appeared in the FORGOTTEN
the wilderness and surviving to tell the tale. REALMS Campaign Setting.
Prerequisite: Raised in Thurkasia.
Benefit: You gain a +1 bonus on Fortitude saves and Wise to Your Ways [General]
a +2 bonus on all Wilderness Lore checks. You are particularly resistant to the unusual attacks of
Special: You may take this feat only as a 1st-level your favored enemy.
character. Prerequisite: Favored enemy.
This feat first appeared in the FORGOTTEN REALMS Cam- Benefit: Choose one type of favored enemy, such as
paign Setting. undead. You add your favored enemy bonus for that
type of creature to saving throws against the standard
Temper Ectoplasm [Ghost, Shaper] extraordinary, spell-like, and supernatural abilities of
You can make durable equipment out of ectoplasm. your favored enemy. You do not gain this bonus against
Prerequisites: Ectoplasm, Shape Ectoplasm, Wis 13. other attacks by the creature. For example, a ranger
Benefit: You can shape available ectoplasm into a with undead as a favored enemy would gain his
facsimile of nonliving material, such as stone, crystal, favored enemy bonus on saves against a vampire’s
or iron, or anything that can be shaped by the Shape domination ability, but not to saves against the poison
Ectoplasm feat. For example, you could make a suit of on its dagger or any saves against spells it cast from
half-plate out of ectoplasm and it would function class levels. This saving throw bonus applies to all sec-
exactly like normal half-plate. It takes 1 full round per ondary effects of the favored enemy’s attacks, so the
pound of weight of the object to craft it, so a suit of ranger would also get his favored enemy bonus on the
ectoplasmic half-plate takes 50 rounds (5 minutes) to Fortitude save to remove a negative level caused by the
shape. You must make an appropriate Craft check to vampire’s energy drain ability.
shape articles requiring a high degree of craftsmanship
(jewelry, swords, and so on). Witchlight [Ghost, Shaper]
The material is obviously formed of ectoplasm and You can create witchlight, a harmless faint light, on
lasts for a number of hours equal to your Wisdom yourself or an object.
bonus + 1. Tempered ectoplasm has all the properties Prerequisite: Ectoplasm.
of raw ectoplasm, except that it lasts longer and it Benefit: As a standard action, you can cause some or
maintains whatever form you mold it into. all of your body or an unattended object up to
Medium-size that you touch to glow with witchlight,
Touch Attack Specialization [Ghost, Corrupter] a harmless supernatural flame resembling faerie fire.
Choose one of your ghost touch attacks that deals hit Witchlight sheds light as a candle and may be pale red,
point damage, ability damage, or ability drain, such as orange, green, blue, or violet. Maintaining witchlight
Corrupting Touch. You are especially good at using requires concentration, and you can maintain its effect
this touch attack. on an object as long as it is within 100 feet of you. This
Prerequisites: Base attack bonus +2 plus any touch is a supernatural ability.
attack that deals hit point damage, ability damage, or You can use witchlight to outline a creature (such as
ability drain. one under the effects of blur, invisibility, and so on), but
Benefit: You add +2 to all damage rolls you make doing so requires a touch attack (which draws an
using the selected touch attack. attack of opportunity from the defender).
Special: You can gain this feat multiple times. Its
effects do not stack. Each time you take the feat, it applies
to a different touch attack of the appropriate type.
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from appearing on the Ethereal Plane or becoming a


CHANGES TO THE RULES ghost.
The nature of ghosts means that some aspects of the Dismissal: If used successfully on a ghost, this spell
D&D rules work differently in the Ghostwalk cam- sends it to the True Afterlife.
paign setting. Etherealness: This spell can be used to reach the True
Afterlife, but none who have done so have returned.
CLASSES Gate: This spell can be used to reach the True
Some of the standard classes have additional fea- Afterlife, but none who have done so have
tures, as follows. returned.
Bard: Knowledge (ghost lore) is a class skill. Greater Planar Binding: This spell and other spells
CHAPTER 1:
ALL ABOUT

Cleric: Knowledge (ghost lore) is a class skill. in its chain can be used to call and bind ghosts,
GHOSTS

Druid: A druid who is a ghost can use wild regardless of what plane the ghost is on.
shape to take the form of an animal or an ele- Gentle Repose: A gentle repose spell used on the
mental. A druid’s animal form has the ghost tem- remains of a slain ghost preserves it as if it were a
plate, but an elemental form does not. normal corpse. Its ectoplasm does not decay into
Ranger: Rangers may select ghost as a subtype nothingness as long as the spell is in effect. The
of outsider for their favored enemy. They may spell can also be used to preserve an object made
also select yuan-ti as a favored enemy, with their of ectoplasm, affecting a single target of up to 50
bonus applying to yuan-ti of all kinds. pounds in weight.
Wizard: Knowledge (ghost lore) is a class skill. Greater Planar Ally: As lesser planar ally (see
below).
SPELLS Identify: This spell reveals a magic weapon’s
Some spells have special aspects or properties in the current and previous names.
Ghostwalk campaign setting, as follows. Legend Lore: This spell reveals a magic weapon’s current
Alter Self: An incorporeal ghost can use this spell to and previous names if the item is on hand or if the caster
appear as a different kind of incorporeal creature. has detailed information about the item. If the caster has
Animate Dead: If this spell is cast on the body of a only vague rumors (including just one of the weapon’s
creature that is a ghost, the ghost has no special aware- names), the spell usually reveals one of the weapon’s
ness of the violation of its body. If the undead creature other names in addition to its other effects.
is destroyed, the remains may still be used as the Lesser Planar Ally: This spell can be used to call
ghost’s body when being restored to life. ghosts from the True Afterlife.
Antilife Shell: This spell does not prevent the Magic Jar: This spell cannot be used on ghosts. A
entrance of ghosts. ghost who uses this spell has her ghost body and her
Analyze Dweomer: In addition to its normal func- ghost touch equipment vanish when it is cast, reforming
tions, this spell automatically reveals a magic weapon’s near the magic jar when the duration expires or the
current and previous names. caster desires to end the spell.
Antipathy: Ghost is an acceptable creature type for Major Creation: Ectoplasm counts as vegetable matter
this spell. for the purpose of this spell.
Change Self: A living creature can use this spell to Make Whole: This spell can keep an ectoplasmic
appear as a semitransparent ghost. A ghost can use this object from decaying for 1 hour.
spell to appear as a normal living creature. Mending: This spell can keep an ectoplasmic object
Clone: This spell can create a clone of a ghost, but if from decaying for 1 minute.
the original is still alive (whether as a ghost or a living Minor Creation: Ectoplasm counts as vegetable
creature), the clone is merely ectoplasm that fades matter for the purpose of this spell.
after 10 minutes unless preserved. Passwall: This spell can create a passage through an
Create Food and Water: This spell can be used to create ectoplasmic barrier.
ectoplasm instead of food. It creates 1 cubic foot of ec- Permanency: Several spells in this book are affected
toplasm per level of the cleric. One cubic foot of ecto- by the permanency spell.
plasm weighs approximately 100 pounds. The following spell can be made permanent on the
Create Greater Undead: As create undead (see below). caster only.
Create Undead: If this spell is cast on the body of a
creature that is a ghost, the ghost has no special aware- Minimum
ness of the violation of its body. If the undead creature Spell Level XP Cost
Detect ghost 9th 500 XP
is destroyed, the remains may still be used as the
ghost’s body when being restored to life.
Death Knell: Although this spell draws on the ebbing The following spells can be made permanent on the
life force of a creature, it does not prevent the creature caster, another creature, or an object (as appropriate).

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Minimum Resurrection: As raise dead (see above).


Spell Level XP Cost Soul Bind: This spell may be cast upon a newly
Ghost companion 11th 1,500 XP
Iron bones 12th 2,000 XP
formed ghost as long as it has spent no more than 1
Pleasant visage 9th 500 XP round per caster level on the Material Plane (time
Stone bones 10th 1,000 XP spent in transition on the Ethereal Plane does not
Undead torch 11th 1,500 XP count toward this time limit).
Speak with Dead: This spell does not work on living
The following spells can be made permanent on areas. ghosts, but works normally if cast upon a slain ghost’s
ectoplasmic remains.
Minimum Sympathy: Ghost is an acceptable creature type for

CHAPTER 1:
Spell Level XP Cost

ALL ABOUT
this spell.

GHOSTS
Ectoplasmic web 11th 1,500 XP
Ethereal alarm 10th 1,000 XP
True Resurrection: As raise dead (see above).
Wall of ectoplasm 11th 1,500 XP
MAGIC ITEMS
Some magic items have special aspects or properties in
Planar Ally: As lesser planar ally (see above). the Ghostwalk campaign setting, as follows.
Plane Shift: This spell can be used to reach the True Bag of Holding: Because it does not need to breathe or
Afterlife, but none who have done so have returned. eat, a ghost can live indefinitely within the nondi-
Polymorph Any Object: Ectoplasm counts as vegetable mensional space created by this item.
matter for the purpose of this spell. Brilliant Energy Weapons: These items deal dam-
Prestidigitation: This spell can create up to 1 pound of age to ghosts.
ectoplasm. Ghost Touch Armor: In the Ghostwalk campaign, ghost
Protection from Chaos/Evil/Good/Law: Because a ghost touch armors are much more common and easier to
who returns to the Material Plane under its own pow- create. They have the same abilities as the ghost touch
er is not a summoned or conjured creature, such a armor presented in the DUNGEON MASTER’s Guide, but the
ghost is not affected by the third effect of this spell. market price is a +1 bonus instead of a +3 bonus. A
Purify Food and Drink: This spell can be cast on ecto- character wishing to create ghost touch armor may use
plasm, delaying its dissolution for another 10 the etherealness spell or the ghost touch armor spell as a
minutes. One cubic foot of ectoplasm prerequisite.
weighs approximately 100 pounds. Heward’s Handy Haversack: Be-
Raise Dead: This spell can be used to restore a slain cause it does not need to breathe
ghost to life (as a ghost) if any of its ghost body’s ecto- or eat, a ghost can live indefi-
plasm remains. If used on the physical body of a slain nitely within the nondimensional
ghost (to restore the person fully to life), the time space created by this item, assuming
spent as a ghost does not count the ghost can fit into one
toward the time limit for this spell of the spaces.
(so a person that died one month Iron Flask: A ghost can
ago but spent all that time as a be captured with this item.
ghost could still be restored to life Necklace of Strangulation:
with this spell). Although a ghost does not
Reincarnate: This need to breathe, the con-
spell works nor- striction from this item
mally and does still deals damage to a
not cause the tar- ghost wearer and can kill
get to lose a level a manifested ghost.
or a point of Nolzur’s Marvelous Pig-
Constitution. ments: This item can be
If used on the used to create ecto-
ectoplasmic plasm or ectoplas-
remains of a ghost, mic items. The
it works normally, time limit for
reincarnating the
ghost as a living
creature with
a physical
body.
JJ

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the ectoplasm starts when the item has been com- on the other end. With a bola flail, you gain a +2 bonus
pleted (in other words, once the 10-minute creation on your opposed attack roll when attempting to
period is over). disarm an enemy (including the roll to avoid being dis-
Oil of Timelessness: If used on ectoplasm, this item armed if you fail to disarm your enemy). You can also
acts as 5 doses of ectoplasmic stabilizer. use this weapon to make trip attacks. If you are tripped
Portable Hole: Because it does not need to breathe or during your own trip attempt, you can drop the bola
eat, a ghost can live indefinitely within the extra- flail to avoid being tripped.
dimensional space created by this item. You can throw the bola flail at a Medium-size or
Ring of X-Ray Vision: Ectoplasm counts as vegetable smaller target in an attempt to trip the target instead of
matter for the purpose of this item. dealing damage. You must make a ranged touch attack
CHAPTER 1:
ALL ABOUT

Scarab of Death: Because a ghost body is not warm in to do so, and if you hit, your opponent must make a
GHOSTS

the manner of a normal physical body, proximity to a Strength or Dexterity check (DC 15) or be tripped (the
ghost body does not trigger this item. defender takes a –4 penalty for every size category
smaller than Medium-size). The opponent must then
MONSTER ABILITIES make a grapple check against your attack roll. If he
Some traits and special abilities of monsters have spe- fails, he is grappled. A bola flail can trip or grapple only
cial aspects or properties in the Ghostwalk campaign a Small- or Medium-sized target. An opponent can
setting, as follows. extricate himself from a bola flail as a full-round
Incorporeal: A naturally incorporeal monster (such action. When you use a bola flail to make a ranged trip
as a shadow or spectre) that is forced to manifest fully attack, your opponent does not get an opportunity to
(whether by the Manifest Ward or a spell or item that trip you in return.
duplicates its effects) is treated as if it had a Strength
score of 10. It uses its Strength modifier instead of its ARMOR
Dexterity modifier on its melee attacks. In the Ghost- One special type of armor is specifically available in
walk campaign, such a creature should be given Incor- the Ghostwalk campaign.
poreal Form as a bonus feat; otherwise, the creature Thurkasian Breastplate: This armor is designed to
ends up far weaker than its CR would imply. be put on quickly and removed easily. The major pieces
Scent: Ghosts who are manifested fully can be de- are all attached by small leather cords and rivets, allow-
tected and recognized by scent. Their scent is simi- ing it to be draped over your body all at once. Donning
lar to, but not the same as, their physical body’s this armor hastily or removing it is a full-round action,
scent. rather than taking 1 minute. Donning the armor nor-
Undead: Because of the influence of the Manifest mally takes 3 minutes. It is otherwise identical to a
Ward’s strange energies, undead creatures within it all standard breastplate.
gain turn resistance +2. This does not stack with the
creature’s normal turn resistance (if any), nor does it GOODS AND SERVICES
stack with the bonus from the Improved Turn Resis- A number of new or specialized goods and services can
tance feat. be found only in Manifest or nearby.

MUNDANE ITEMS
EQUIPMENT The following products are unusual or unknown else-
Many unusual items are common in the Ghostwalk where, but common in the Ghostwalk setting.
campaign, including some that might be unheard of or Desk Clock: This bronze, copper, and steel device
useless elsewhere. These items are presented on Tables was invented by a gnome ghost who spent over a hun-
1–8 through 1–13 and described in the following text. dred years developing it. It uses springs, gears, and
weights to measure time, and if wound daily, it keeps
WEAPONS time to within a few minutes each day. The machine is
One new weapon is available in the Ghostwalk campaign. about the size of a human head and tends to be less
Bola flail: This is a 5-foot length of rope with a loop accurate if moved about or left in any position other
or small metal handle on one end and a 2-pound weight than upright.
Table 1–8: Exotic Weapons—Melee
Size Weapon Cost Damage Critical Range Increment Weight Type
Small Bola flail* 5 gp 1d6 ×2 10 ft. 4 lb. Bludgeoning
*See the weapon description of this item for special rules.

Table 1–9: Armor


Armor Maximum Armor Arcane —–— Speed —–—
Armor Cost Bonus Dex Bonus Check Penalty Spell Failure (30 ft.) (20 ft.) Weight
Thurkasian breastplate 250 gp +5 +3 –4 25% 20 ft. 15 ft. 30 lb.

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Bola flail

CHAPTER 1:
ALL ABOUT
Desk clock

GHOSTS
Shellcraft manikin

Ectoplasmic stabilizer

Thurkasian breastplate

Tereppekian Paper: The people of Tereppek have Body Housing: This is the cost for a ghost to have her
developed a method of making paper from vegetable dead body kept cold in storage so that it does not decay
pulp, which is cheaper and faster than the cloth-fiber and she can be raised later. It does not include the use of
paper created elsewhere. A single piece of paper is a gentle repose spell; any church charges 60 gp for such,
about four times the size of a single page from a and it lasts only three days, but it does not require the
spellbook. body to remain undisturbed in a cold basement.
Tereppekian Blank Book: This is a book made Host, Typical: Some ghosts miss the smells, tastes,
of 25 pages of Tereppekian paper, folded, cut, and and colors experienced when living and hire people
bound into a soft leather cover to make a book with willing to be possessed with the Ghost Ride feat tem-
100 blank pages. porarily for meals and other activities. This service pro-
Tereppekian Spellbook: This is a spellbook made vides a typical host with no exceptional ability scores
of extra-thick paper and bound in a stiff leather cover. and no unusual drawbacks (a missing leg, severe scar-
It otherwise is exactly like a normal parchment-page ring, and so on).
spellbook. Host, Superior: Some people who serve as hosts are
more attractive, stronger, or otherwise exceptional
MOUNTS AND RELATED GEAR compared to a typical host. These hosts charge for their
A superior breed of horse is raised in one region of the exceptional abilities, asking 1 sp for each point of
Ghostwalk campaign. Strength, Dexterity, Constitution, and Charisma
Thurkasian Horse/Warhorse: These horses are bonus. For example, an otherwise unexceptional char-
identical to those described in the Monster Manual, acter with a Charisma of 16 (+3 bonus) would charge 4
except their Strength and Constitution scores are 2 sp per hour of possession.
points higher (with the appropriate adjustments to hit
points, attacks, and saving throws). SPECIAL AND SUPERIOR ITEMS
The following items are available in Manifest and pos-
SERVICES sibly in other nearby countries.
Special services especially for ghosts are readily avail- Soul Venom: This alchemical liquid smells like
able in Manifest. incense. Soul venom is harmless to living creatures,
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Table 1–10: Mundane Items living creature made of ectoplasm, but can be used on
Item Cost Weight the remains of a slain ectoplasmic creature.
Desk clock 25 gp 8 lb. Ghost Disguise Kit: This is like a normal disguise
Tereppekian paper (sheet) 1 sp *
Tereppekian blank book 3 gp 3 lb.
kit, except all the parts are alchemically treated to
Tereppekian spellbook 10 gp 3 lb. match the transparency and coloration of ghosts. A
ghost disguise kit can be used to disguise a living crea-
Table 1–11: Mounts and Related Gear ture as a ghost, although at a –10 circumstance penalty
Item Cost Weight on the Disguise check.
Thurkasian horse, heavy 300 gp — Raw Ectoplasm: This is raw, unshaped ectoplasm,
Thurkasian warhorse, heavy 400 gp — either slippery or sticky. It decays into nothingness
CHAPTER 1:
ALL ABOUT

after 10 minutes unless stabilized with magic or ecto-


GHOSTS

Table 1–12: Services


Service Cost plasmic stabilizer.
Body housing (per day) 2 gp Shellcraft Manikin: This humanoid creation of
Typical host (per hour) 1 sp metal and wood roughly resembles a tailor’s dummy,
Superior host (per hour) See text with articulated limbs and head. The unusual materials
in its construction allow an incorporeal creature to
Table 1–13: Special and Superior Items enter the manikin (a standard action) and move it in a
Item Cost Weight
Soul venom 200 gp * manner similar to how some ghosts can possess
Cretchwater oil 150 gp * bodies, allowing a ghost to carry material objects even
Dark ectoplasm 700 gp * when outside the Manifest Ward. Leaving the manikin
Ectoplasmic stabilizer 5 gp * is a standard action.
Raw ectoplasm 1 cp 1 lb. A ghost uses its own ability scores when inhabiting
Equipment, ectoplasmic + 5 gp/lb.** var. a manikin. However, because a manikin is less effi-
Ghost disguise kit 100 gp 8 lb.***
Shellcraft manikin 250 gp 40–80 lb.
cient than a true body, a ghost operating a manikin
takes penalties similar to those from wearing armor.
*No weight worth noting. An inhabited manikin has a maximum Dex bonus of
**See item description for special rules for this item’s price. +2 and an armor check penalty of –5. A ghost profi-
***These items weigh one-quarter this amount when made for cient in medium armor ignores these penalties. A
Small characters. manikin can wear armor just as a normal character can;
a ghost inhabiting such a manikin uses the smaller
but acts as Large monstrous scorpion venom (injury maximum Dex bonus of the two and adds together the
DC 18, 1d6 Str/1d6 Str) against manifested ghosts. armor check penalties.
Cretchwater Oil: This green oil smells strongly If the ghost is subject to attacks that would normally
of crushed green plants. Against living creatures, it not harm an incorporeal creature, the attacks affect the
acts as Small monstrous centipede poison (injury manikin instead. Attacks that do not harm the ghost
DC 11, 1d2 Dex/1d2 Dex), but against ghosts, it because of its incorporeal miss chance do affect the
functions as greenblood oil (injury DC 13, 1 Con, manikin. A manikin may be built in the form of a
1d2 Con). dwarf, elf, gnome, half-orc, halfling, or human. A
Dark Ectoplasm: This gray-black material is made manikin has hardness 7 and 50 hit points if it is
from corrupted ectoplasm and is the bane of many Medium-size, or 35 hit points if it is Small.
ghost abilities. It is a poison that affects only ghosts Wraithweed: Found only in far-off Tereppek,
(injury DC 18, 1d6 Cha/1d6 Cha) and usually is wraithweed is a nonmagical plant. In the past few
enough to temporarily disable the more dangerous months, a select few have discovered that when this
ghost abilities. plant is alchemically treated, powdered, and then dis-
Equipment, Ectoplasmic: This is a weapon, solved in liquid, it becomes a strange mixture that
piece of armor, or other equipment created out of grants ghosts euphoria and relaxation.
ectoplasm and magically or alchemically stabilized Wraithweed is addictive to ghosts, who must make
for 10 days. Ectoplasmic equipment can also be sta- a Fortitude saving throw (DC 14) each time it is used
bilized in advance for 100 days for 50 gp per pound or become hooked on the substance. Once addicted,
instead of 5 gp per pound. Ectoplasmic equipment a ghost must make a Fortitude save (DC 14) every
can be purchased as standard quality or masterwork day or take 1d2 points of Strength damage and 1d2
quality. points of Constitution damage (on the second day
Ectoplasmic Stabilizer: This fine blue powder is after the most recent use and every day after that, the
instantly absorbed by ectoplasm, altering its properties DC is 19). A failed save also means the addicted
so that it lasts ten days instead of only 10 minutes ghost flies into a fit of rage at a random time during
(multiple doses applied to an item extend the duration the day, attacking anything in sight for 1d8 rounds
proportionately). One ounce of powder is required for and then becoming fatigued for 1 hour. If the char-
each pound of ectoplasm. It has no effect if used on a acter succeeds on two of these saving throws in a
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row, he is no longer addicted and no longer needs to 3rd-Level Bard Spells


make recurring saving throws against the drug Hold Person or Ghost: As hold person, but also affect-
unless he takes it again. ing ghosts.
The most terrible aspect of wraithweed is the long- Song of the Calling: Ghost departs immediately for
term effects of addiction. Over time, the drug breaks the True Afterlife.
down the ectoplasm of an addicted ghost, turning it
into an incorporeal undead creature. A character 4th-Level Bard Spells
reduced to 0 Strength because of wraithweed becomes Dispel Possession: Forces possessing creature out of
an undead shadow. One reduced to 0 Constitution its host body.
because of wraithweed becomes a wraith. War Cry: You gain +2 morale bonus on attacks and

CHAPTER 1:
ALL ABOUT
Lesser restoration and restoration can combat the ability damage, plus panic melee opponents.

GHOSTS
damage from the drug, but not the addiction. A remove
disease spell instantly cures a ghost’s wraithweed addic- 5th-Level Bard Spell
tion, but not the ability damage. Greater restoration or Dominate Person or Ghost: As dominate person, but
heal cures the addiction and restores all ability damage also affecting ghosts.
it caused.
Through the influence of the Yisa-khardomas, 6th-Level Bard Spell
wraithweed has been declared illegal. Possession of it Contingent Spell Lock: You store prepared spells or
is a minor crime (100 gp fine), while distribution is a slots to use immediately if you become a ghost.
major crime resulting in banishment.
BONE COLLECTOR SPELLS
NEW MAGIC 1st-Level Bone Collector Spells
A number of new domains, spells, and magic items Bonerattle: Vibration deals 1d4/level to bone.
exist in the Ghostwalk campaign setting. They are pre- Protection from Possession: Warded creature can-
sented below in the same format used in the Player’s not be possessed or mentally controlled.
Handbook and the DUNGEON MASTER’s Guide.
2nd-Level Bone Collector Spells
BLACKGUARD SPELLS Ghost Touch Armor: Armor gains the ghost touch
property.
4th-Level Blackguard Spell Shroud of Undeath: Negative energy shroud makes
Weapon of the Deity: Gives your weapon magical undead perceive you as undead.
powers appropriate to your patron deity.
3rd-Level Bone Collector Spell
BARD SPELLS Forced Manifestation: Incorporeal creature mani-
fests fully.
0-Level Bard Spell
Detect Ghost: Reveals ghosts within 60 ft. CLERIC SPELLS
1st-Level Bard Spells 0-Level Cleric Spells (Orisons)
Bonerattle: Vibration deals 1d4/level to bone. Detect Ghost: Reveals ghosts within 60 ft.
Harmony: Increase inspire courage ability to +4/+2. Disrupt Ectoplasm: Deals 1d6 damage to ectoplasm.
Pleasant Visage: Makes gruesome ghost appear normal
and unwounded. 1st-Level Cleric Spells
Protection from Possession: Warded creature can- Create Ectoplasm: Create 1 lb./level of raw ectoplasm.
not be possessed or mentally controlled. Painless Death: Willing creature dies instantly and
painlessly.
2nd-Level Bard Spells Pleasant Visage. Makes gruesome ghost appear normal
Charm Person or Ghost: As charm person, but also and unwounded.
affecting ghosts. Protection from Possession: Warded creature can-
Ethereal Alarm: As alarm, but sensing only the not be possessed or mentally controlled.
Ethereal Plane. Spittle Spray: You can spit up to close range.
Incorporeal Disharmonics: Sonic energy harms an
incorporeal creature. 2nd-Level Cleric Spells
Nightmare Lullaby: Target is confused as long as you Black Lungs: Target gains a debilitating lung infection.
concentrate plus 2 rounds. Delay Manifestation: Delays creature from manifest-
Persuade to Manifest: Target dead creature gains ing as a ghost if killed.
bonus on its attempt to manifest. Ghost Lock: Nonhumanoid creature can become a ghost.
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Ghost Touch Armor: Armor gains the ghost touch Ghost Domain
property. Deities: Aluvan.
Stone Bones: Corporeal undead gains +3 natural Granted Power: Cast ectomancy spells at +1 caster
armor bonus. level.

3rd-Level Cleric Spells Ghost Domain Spells


Blessing of the Snake Mother: Target temporarily 1 Protection from Possession: Warded creature cannot be
gains yuan-ti traits. possessed or mentally controlled.
Death Lock: Target cannot become a ghost and goes 2 Hold Person or Ghost: As hold person, but also affecting
to the True Afterlife if killed. ghosts.
CHAPTER 1:
ALL ABOUT

Forced Incorporeality: Manifested creature becomes 3 Undead Bane Weapon: Weapon gains the undead
GHOSTS

incorporeal. bane property and is considered blessed.


Forced Manifestation: Incorporeal creature mani- 4 Proper State: Transforms willing incorporeal undead
fests fully. into a ghost.
Glyph of Turning: As glyph of warding, except chan- 5 Contingent Spell Lock: You store prepared spells or
neling positive or negative energy. slots to use immediately if you become a ghost.
Hold Person or Ghost: As hold person, but also affect- 6 Undeath to Death: As circle of death, but affecting only
ing ghosts. undead.
7 Repel Ectoplasm: As repel wood, but affecting only
4th-Level Cleric Spells ectoplasm.
Ghost Bane Weapon: Weapon gains the ghost bane 8 Trap the Soul: Imprisons subject within gem (works
property. on ghosts only).
Iron Bones: Corporeal undead gains +5 natural armor 9 Forcecage: Cube of force imprisons all inside.
bonus.
Proper State: Transforms willing incorporeal undead Repose Domain
into a ghost. Deities: Aluvan, Dracanish.
Raise Ghost: Restores dead person or ghost as a ghost. Granted Power: You may use a death touch once per
Undead Bane Weapon: Weapon gains the undead day as a spell-like ability that is a death effect. You must
bane property and is considered blessed. succeed on a melee touch attack against a living crea-
Weapon of the Deity: Gives your weapon magical ture (using the rules for touch spells). When you
powers appropriate to your patron deity. touch, roll 1d6 for each of your cleric levels. If the total
at least equals the creature’s current hit points, it dies.
5th-Level Cleric Spell This domain first appeared in Oriental Adventures.
Dispel Possession: Forces possessing creature out of
its host body. Repose Domain Spells
1 Deathwatch: See how near death subjects within
6th-Level Cleric Spells 30 ft. are.
Contingent Spell Lock: You store prepared spells or 2 Gentle Repose: Preserves one corpse or keeps
slots to use immediately if you become a ghost. ectoplasm from dissolving.
Undeath to Death: As circle of death, but affecting only 3 Speak with Dead: Corpse answers one question/
undead. two levels.
4 Death Ward: Grants immunity to death spells and
8th-Level Cleric Spell effects.
General of Undeath: Increases your maximum HD 5 Slay Living: Touch attack kills subject.
of controlled undead by 10 times your level. 6 Undeath to Death: As circle of death, but affecting only
undead.
CLERIC DOMAINS 7 Destruction: Kills subject and destroys remains.
In addition to the domains found in the Player’s Hand- 8 Surelife: Protects you from a deadly condition.
book, various deities in the Ghostwalk campaign permit 9 Wail of the Banshee: Kills one creature/level.
clerics to choose from the additional domains pre-
sented here. These new domains follow all the rules Scalykind Domain
presented for domains in the Player’s Handbook. (Italic Deities: Yuan-ti only (regardless of deity worshiped).
entries in the domain spell lists indicate spells found Granted Power: Rebuke or command animals (rep-
in this Ghostwalk Campaign Option accessory.) tilian creatures and snakes only) as an evil cleric rebukes
or commands undead. Use this ability a total number of
times per day equal to 3 + your Charisma modifier.
This domain first appeared in the FORGOTTEN REALMS
Campaign Setting.
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Scalykind Domain Spells 4th-Level Druid Spell


1 Magic Fang: One natural weapon of subject crea- Mass Camouflage: As camouflage, but affects all in range.
ture gets +1 bonus on attacks and damage.
2 Animal Trance*: Fascinates 2d6 HD of animals. PALADIN SPELLS
3 Greater Magic Fang: One natural weapon of subject
creature gets +1 bonus on attacks and damage 1st-Level Paladin Spell
per three caster levels (max +5). Protection from Possession: Warded creature can-
4 Poison: Touch deals 1d10 Con damage, repeats in 1 not be possessed or mentally controlled.
minute.
5 Animal Growth*: One animal/two levels doubles 2nd-Level Paladin Spell

CHAPTER 1:
ALL ABOUT
in size, HD. Ghost Companion: Animal companion, familiar, or

GHOSTS
6 Eyebite: Charm, fear, sicken, or sleep one subject. special mount temporarily becomes a ghost.
7 Creeping Doom: Carpet of tiny snakes attacks at
your command. 3rd-Level Paladin Spell
8 Animal Shapes*: One ally/level polymorphs into Undead Bane Weapon: Weapon gains the undead
chosen animal. bane property and is considered blessed.
9 Shapechange: Transforms you into any creature,
and change forms once per round. 4th-Level Paladin Spells
*Affects ophidian and reptilian creatures only. Irresistible Force: Freedom of movement, plus bonuses
to moving in combat.
Undeath Domain Unmovable Object: Gain +2 Str, +4 Con, and bonuses
Deities: Orcus. to prevent being moved against your will.
Granted Power: Free Extra Turning feat. Weapon of the Deity: Gives your weapon magical
This domain first appeared in the FORGOTTEN REALMS powers appropriate to your patron deity.
Campaign Setting.
RANGER SPELLS
Undeath Domain Spells
1 Detect Undead: Reveals undead within 60 ft. 1st-Level Ranger Spells
2 Desecrate: Fills area with negative energy, making Camouflage: +10 bonus on Hide checks.
undead stronger. Hunter’s Mercy: Your next shot with a bow hits and
3 Animate Dead: Creates undead skeletons and threatens a critical hit.
zombies.
4 Death Ward: Grants immunity to death spells and 2nd-Level Ranger Spells
effects. Bottomless Hate: Gain a morale bonus against your
5 Circle of Doom: Deals 1d8 +1/level damage in all favored enemies.
directions. Ethereal Alarm: As alarm, but sensing only the
6 Create Undead: Ghouls, shadows, ghasts, wights, Ethereal Plane.
or wraiths. Ghost Companion: Animal companion, familiar, or
7 Control Undead: Undead don’t attack you while special mount temporarily becomes a ghost.
under your command.
8 Create Greater Undead: Mummies, spectres, or 3rd-Level Ranger Spell
vampires (but not ghosts). Ghost Venom: As poison, except affecting ectoplasm.
9 Energy Drain: Subject gains 2d4 negative levels.
4th-Level Ranger Spells
DRUID SPELLS I Smell Your Fear: As locate creature, but 1 hour/level.
Mass Camouflage: As camouflage, but affects all in
0-Level Druid Spell range.
Detect Ghost: Reveals ghosts within 60 ft.

1st-Level Druid Spell


Camouflage: +10 bonus on Hide checks.

2nd-Level Druid Spell


Ghost Companion: Animal companion, familiar, or
special mount temporarily becomes a ghost.

3rd-Level Druid Spell


Ghost Venom: As poison, except affecting ectoplasm.
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SORCERER/WIZARD SPELLS 3rd-Level Sorcerer/Wizard Spells


Abjur Delay Manifestation: Delays creature from
0-Level Sorcerer/Wizard Spells (Cantrips) manifesting as a ghost if killed.
Div Detect Ghost: Reveals ghosts within 60 ft. Conj Ectoplasmic Web: As web, except made of ecto-
Necro Disrupt Ectoplasm: Deals 1d6 damage to ecto- plasm and can affect incorporeal creatures.
plasm. Summon Undead III: Summons undead to fight
Trans Preserve Ectoplasm: Prevents ectoplasm from for you.
fading away. Wall of Ectoplasm: Creates plane or hemisphere
of ectoplasm.
1st-Level Sorcerer/Wizard Spells Ench Persuade to Manifest: Target dead creature gains
CHAPTER 1:
ALL ABOUT

Abjur Protection from Possession: Warded creature bonus on its attempt to manifest.
GHOSTS

cannot be possessed or mentally controlled. Necro Ectoplasmic Decay: 1d6 per level to ectoplasm,
Conj Create Ectoplasm: Create 1 lb./level of raw ecto- 20-ft. radius.
plasm. Ghost Companion: Animal companion, familiar,
Summon Undead I: Summons undead to fight or special mount temporarily becomes a ghost.
for you. Undead Torch: Undead creature gains blue
Evoc Bonerattle: Vibration deals 1d4/level to bone. aura that deals +2d4 against living creatures.
Illus Pleasant Visage: Makes gruesome ghost appear Trans Forced Incorporeality: Manifested creature be-
normal and unwounded. comes incorporeal.
Forced Manifestation: Incorporeal creature
2nd-Level Sorcerer/Wizard Spells manifests fully.
Abjur Ethereal Alarm: As alarm, but sensing only the
Ethereal Plane. 4th-Level Sorcerer/Wizard Spells
Conj Hail of Ectoplasm: Hard spheres of ectoplasm Abjur Ghost Lock: Nonhumanoid creature can become
deal 1d6/two levels impact damage. a ghost.
Summon Undead II: Summons undead to Conj Summon Undead IV: Summons undead to fight
fight for you. for you.
Ench Charm Person or Ghost: As charm person, but Ench Hold Person or Ghost: As hold person, but also
also affecting ghosts. affecting ghosts.
Illus Disguise Undead: Change appearance of one Necro Death Lock: Target cannot become a ghost and
corporeal undead. goes to the True Afterlife if killed.
Necro Death Armor: Black aura damages creatures Trans Ghost Bane Weapon: Weapon gains the ghost
attacking you. bane property.
Shroud of Undeath: Negative energy shroud Iron Bones: Corporeal undead gains +5 natural
makes undead perceive you as undead. armor bonus.
Trans Ghost Touch Armor: Armor gains the ghost
touch property. 5th-Level Sorcerer/Wizard Spells
Stone Bones: Corporeal undead gains +3 natu- Abjur Dispel Possession: Forces possessing creature
ral armor bonus. out of its host body.

pqqqqrs
ECTOMANCY
Ectomancy is the study of magic relating to ghosts, ectoplasm, astral projection
and souls (rather than simply the application of positive or death knell
negative energy). While many spells are considered to be of death ward
this type, ectomancy is not a true school of magic—for invisibility to undead
example, some ectomancy spells are in the necromancy school, negative energy protection
others are in the conjuration school, and so on. Wizards raise dead
cannot choose ectomancy as a specialist school, but some reincarnate
focus their studies on ectomancy, just as some focus on fire resurrection
or teleportation. slay living
All spells that are considered “ectomancy” spells bear the soul bind
ectomancy descriptor after the school name. In addition to symbol (death only)
the ectomancy spells presented in this book, the following trap the soul
spells in the Player’s Handbook should be considered ecto- true resurrection
mancy spells. wail of the banshee
pqqqqrs
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Conj Summon Undead V: Summons undead to This spell causes the target to assume some of the qual-
fight for you. ities of the yuan-ti tainted one template, which pro-
vides several benefits. First, the target gains the
6th-Level Sorcerer/Wizard Spells Alertness feat. Second, the target’s Constitution score
Abjur Anti-Ectoplasm Shell: As antilife shell, but increases by 2. Third, the target becomes completely
affecting ectoplasm. immune to snake venom and yuan-ti poison. The
Repel Ectoplasm: As repel wood, but affecting target assumes a more feral and snakelike appearance
only ectoplasm. (slitted pupils, elongated teeth, and so on) and is con-
Ench Dominate Person or Ghost: As dominate per- sidered a yuan-ti for the purposes of all spells and
son, but also affecting ghosts. effects (such as being subject to a ranger’s favored

CHAPTER 1:
ALL ABOUT
Necro Undeath to Death: As circle of death, but affect- enemy bonus against yuan-ti, not being able to form a

GHOSTS
ing only undead. ghost if slain, and so on).
Trans Contingent Spell Lock: You store prepared This spell was created by the yuan-ti to temporarily
spells or slots to use immediately if you be- bolster their ranks with followers in a short period
come a ghost. of time. Most other clerics would never consider cast-
Sherem Transformation: Allows unborn child ing this spell. The spell is normally used on willing
to select special sorcerer or monk feat. victims, since it grants the caster no control over the
target.
SPELL DESCRIPTIONS Material Component: A few drops of the mixture that
The spells herein are presented in alphabetical order. yuan-ti use to create tainted ones, which the target of
the spell must swallow.
Anti-Ectoplasm Shell
Abjuration [Ectomancy] Bonerattle
Level: Sor/Wiz 6 Evocation [Sonic]
Components: V, S Level: Brd 1, Bone Collector 1, Sor/Wiz 1
Components: V, S, M/DF
As antilife shell, except that it affects only ectoplasm, Casting Time: 1 action
whether inert or part of an ectoplasmic creature. Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature with bones
Black Lungs Duration: Instantaneous
Necromancy Saving Throw: Fortitude half
Level: Clr 2 Spell Resistance: Yes
Components: V, S
Casting Time: 1 action This spell creates a deep resonating vibration that dam-
Range: Touch ages bone. It does not affect creatures that do not have
Target: Living creature touched true bones (such as elementals, incorporeal creatures,
Duration: 1 hour/level most golems, oozes, plants, or purely ectoplasmic crea-
Saving Throw: Fortitude negates tures) or that are under the effect of spells that alter
Spell Resistance: Yes their bones (such as stone bones, or a polymorph spell to
turn into a boneless creature), but does affect creatures
You cause the target to succumb to an infection and with exoskeletons instead of humanlike bones (such
corruption of the lungs. An affected creature’s speed is as vermin). The spell deals 1d4 points of damage per
reduced by half, it loses any Dexterity bonus to Armor caster level (maximum 5d4).
Class, and it takes a –2 penalty on attack rolls. Remove Arcane Material Component: A tiny bell carved from a
disease may end the effects of this spell early. bone.
This spell was created by the clerics of Khostren.
Bottomless Hate
Blessing of the Snake Mother Enchantment (Compulsion) [Mind-Affecting]
Transmutation [Evil] Level: Rgr 2
Level: Clr 3 Components: V, S
Components: V, S, M Casting Time: 1 action
Casting Time: 1 action Range: Personal
Range: Touch Target: You
Target: Living humanoid touched Duration: 1 round/level
Duration: 10 minutes/level
Saving Throw: Fortitude negates (harmless) You fill yourself with a terrible hatred against your
Spell Resistance: Yes (harmless) favored enemies. Against them you gain a +1 morale
bonus on attack and damage rolls for every three caster
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levels. This spell is suppressed by spells such as calm appropriate components and so on.
emotions. If you are raised from the dead, the
transferred spells
Camouflage become inacces-
Transmutation sible again (al-
Level: Drd 1, Rgr 1 though you can
Components: V, S choose to recover
Casting Time: 1 them the next time
action you ready or prepare
Range: Personal spells, as described
CHAPTER 1:
ALL ABOUT

Target: You above).


GHOSTS

Duration: 10
minutes/level Create Ectoplasm
Conjuration (Creation)
You change your color- [Ectomancy]
ing to match the envi- Level: Clr 1, Sor/Wiz 1
ronment surrounding you. Components: V, S
This change grants you a +10 Casting Time: 1 action
competence bonus on your Range: Touch
Hide checks. Effect: 1 lb. of raw ectoplasm/level
This spell first appeared in Duration: 10 minutes/level
Magic of Faerûn. Saving Throw: None
Spell Resistance: No
Charm Person or Ghost
Enchantment (Charm) [Ectomancy, You create raw ectoplasm. The ectoplasm
Mind-Affecting] forms from your hands, eyes, or mouth, and
Level: Brd 2, Sor/Wiz 2 may be pale gray, light blue, light green, or
pale yellow. You may create sticky or slip-
As charm person, except that it also pery ectoplasm. The ectoplasm does not
affects ghosts. vanish until the spell duration has
expired, but if the spell is dispelled and
Contingent Spell Lock the ectoplasm has been in existence
Transmutation [Ectomancy] for more than 10 minutes, it van-
Level: Brd 6, Clr 6, Ghost 5, Sor/Wiz 6 JJ ishes instantly.
Components: V, S, DF
Casting Time: 10 minutes Death Armor
Range: Personal Necromancy
Target: You Level: Sor/Wiz 2
Duration: Instantaneous Components: V, S, M
Casting Time: 1 action
You transfer some of your currently prepared spells or Range: Personal
available spell slots to a hidden part of your soul so Target: You
that, if you die, when you appear on the Ethereal Plane, Duration: 1 round/level
you have those spells or spell slots available for use Saving Throw: Will negates (harmless)
(normally, dying and appearing on the Ethereal Plane Spell Resistance: Yes; see text
causes you to lose all prepared spells and unused spell
slots). You can transfer one spell per spell level that You are surrounded by a crackling black aura that injures
you can cast into this hidden part of your soul. creatures that contact it. Any creature striking you with
Once you transfer the spells or spell slots in this its body or a handheld weapon takes 1d4 points of
manner, you cannot access them in any way—it is as if damage +1 point per two caster levels (maximum +10). If
you had used those spell slots. The next time you the creature has spell resistance, it applies to the damage.
choose to ready or prepare spells, you may leave those Note that weapons with exceptional reach, such as long-
transferred spells or slots in place, or you may recover spears, do not endanger their users in this way.
them along with your other spells or spell slots (which Material Component: A paste made of exotic herbs,
means they would not be available if you died). ground bones, and onyx worth 50 gp, which is applied
The transferred spells or spell slots may be used to your body when the spell is cast.
by your ghost in the normal manner, requiring the This spell first appeared in Magic of Faerûn.

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Death Lock Area: Quarter-circle emanating from you to the ex-


Necromancy [Ectomancy] treme of the range
Level: Clr 3, Sor/Wiz 4 Duration: Concentration, up to 1 minute/level (D)
Components: V, S Saving Throw: None
Casting Time: 1 action Spell Resistance: No
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature You detect ghosts. The amount of information revealed
Duration: 10 minutes/level depends on how long you study a particular area or
Saving Throw: Will negates subject.
Spell Resistance: Yes 1st Round: Presence or absence of ghosts.

CHAPTER 1:
ALL ABOUT
2nd Round: Number of different ghosts.

GHOSTS
If the subject creature dies while the spell is in effect, 3rd Round: The location of each ghost.
its soul immediately passes on to the True Afterlife and
cannot form a ghost. The subject can still be raised Disguise Undead
from the dead or even brought back as a ghost by Illusion (Glamer)
magic (such as with the raise ghost spell); this spell only Level: Sor/Wiz 2
prevents a newly slain creature from forming a ghost Components: V, S, F
of its own volition. Casting Time: 1 action
Range: Touch
Delay Manifestation Target: One corporeal undead
Abjuration [Ectomancy] Duration: 10 minutes/level
Level: Clr 2, Sor/Wiz 3 Saving Throw: None
Components: V, S (harmless)
Casting Time: 1 action
Range: Touch You make one undead—
Target: One living creature including clothing, armor,
Duration: 1 hour/level weapons, and equipment—
Saving Throw: Will look different. You can make
negates it seem 1 foot shorter or taller,
Spell Resistance: thin, fat, or in between. You
Yes cannot change the creature’s
body type. For example, a wight
You prevent the subject could look human, humanoid, or
creature from manifesting like any other generally human-
as a ghost for the duration shaped bipedal creature. Other-
of the spell. If the subject wise, the extent of the apparent
dies, it appears on the Ethe- change is up to you. You could
real Plane as normal, but add or obscure a minor fea-
cannot enter the Material ture, such as a mole or a
Plane while the spell beard, or make it look like
is in effect. This an entirely different
spell works only on creature.
an ethereal ghost The spell does not
or a living crea- provide the abilities or
ture with a physi- mannerisms of the cho-
cal body; it cannot sen form. It does not alter
be cast upon the body the perceived tactile (touch)
of someone who is already or audible (sound) properties of
dead, because this spell af- the undead or its equipment. A
fects a creature’s soul and a dead battleaxe made to look like a dagger
body has no soul to affect. still functions as a battleaxe.
Note: Creatures get Will saves to recog-
Detect Ghost nize the glamer as an illusion if they inter-
Divination [Ectomancy] act with it (such as by touching the undead and having
Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0 that not match what they see, in the case of this spell).
Components: V, S Focus: A cocoon of a death’s head moth.
Casting Time: 1 action This spell first appeared in Magic of Faerûn.
Range: 60 ft.
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Dispel Possession You create a barely visible spread of energy that is


Abjuration [Ectomancy] harmful to ectoplasm but harmless to everything else.
Level: Brd 4, Clr 5, Sor/Wiz 5 All ectoplasmic creatures and objects in the area take
Components: V, S, M/DF 1d6 points of damage per caster level.
Casting Time: 1 action Material Component: A flat, sharpened disk made of
Range: Close (25 ft. + 5 ft./2 levels) resin.
Target: One creature
Duration: Instantaneous Ectoplasmic Web
Saving Throw: None Conjuration (Creation) [Ectomancy]
Spell Resistance: No Level: Sor/Wiz 3
CHAPTER 1:
ALL ABOUT

Components: V, S, M
GHOSTS

You force a being that is possessing a creature out of its


host body. The possessor acts as if it had left its host As web, except as noted below and that the strands are
voluntarily (a ghost appears next to the host, a person made of ectoplasm and therefore affect incorporeal
using magic jar returns to its receptacle if in range or creatures.
dies if it is not, and so on). Material Component: A bit of spider web and splinters
Alternatively, this spell may be used as a form of from a sphere made of resin.
dispel magic to dispel a charm, dominate, or similar effect
on a target. Ethereal Alarm
Material Component: powered silver worth 1 gp. Abjuration
Level: Brd 2, Rgr 2, Sor/Wiz 2
Disrupt Ectoplasm
Necromancy [Ectomancy] As alarm, but detecting only ethereal creatures that
Level: Clr 0, Sor/Wiz 0 enter the warded area. The spell does not give you the
Components: V, S ability to see the ethereal creatures once the alarm is
Casting Time: 1 action triggered.
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray Forced Incorporeality
Duration: Instantaneous Transmutation [Ectomancy]
Saving Throw: None Level: Clr 3, Sor/Wiz 3
Spell Resistance: Yes Components: V, S
Casting Time: 1 action
You direct a ray of energy that damages ectoplasm. You Range: Medium (100 ft. + 10 ft./level)
must make a ranged touch attack roll to hit, and if the Target: One ghost or naturally incorporeal undead
ray hits a ghost or object made of ectoplasm, it deals Duration: 1 round/level
1d6 points of damage to it. This damage bypasses the Saving Throw: Will negates
hardness of ectoplasmic objects and the damage reduc- Spell Resistance: Yes
tion of ectoplasmic creatures.
The target ghost is enveloped in an orange haze that
Dominate Person or Ghost forces it to be incorporeal for the duration of the spell.
Enchantment (Compulsion) [Ectomancy, Mind- Forced incorporeality counters and dispels forced mani-
Affecting] festation.
Level: Brd 5, Sor/Wiz 6
Forced Manifestation
As dominate person, except that it also affects ghosts. Transmutation [Ectomancy]
Level: Clr 3, Bone Collector 3, Sor/Wiz 3
Ectoplasmic Decay Components: V, S
Necromancy [Ectomancy] Casting Time: 1 action
Level: Sor/Wiz 3 Range: Medium (100 ft. + 10 ft./level)
Components: V, S, M Target: One ghost or naturally incorporeal undead
Casting Time: 1 action Duration: 1 round/level
Range: Medium (100 ft. + 10 ft./level) Saving Throw: Will negates
Area: 20-ft.-radius spread Spell Resistance: Yes
Duration: Instantaneous
Saving Throw: Fortitude half The target creature is enveloped in a violet haze that
Spell Resistance: Yes forces it to manifest fully for the duration of the spell.
Forced manifestation counters and dispels forced incor-
poreality.
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General of Undeath Alternatively, you can affect up to


Necromancy 50 arrows, bolts, or bullets. The pro-
Level: Clr 8 jectiles must be of the same type, and
Components: V, S, DF they have to be together, such as in
Casting Time: 1 action the same quiver. Projectiles (but not
Range: Personal thrown weapons) lose their ghost bane
Target: You property when fired.
Duration: 1 day/level Any weapon affected by this spell
glows with witchlight (see the Witch-
You increase the number of Hit light feat).

CHAPTER 1:
ALL ABOUT
Dice of undead that you can con-

GHOSTS
trol. Add your caster level × 10 to Ghost Companion
your Hit Dice limit for controlling Necromancy [Ectomancy]
undead. When the duration ex- Level: Drd 2, Pal 2, Rgr 2, Sor/Wiz 3
pires, you lose control of the extra Components: V, S
undead as if you had vol- Casting Time: 1 action
untarily relinquished Range: Touch
control of them. Target: One willing animal, beast,
This spell first or magical beast
appeared in Magic Duration: 1 day/level
of Faerûn. Saving Throw: None
Spell Resistance: No
Ghost Bane Weapon
Transmutation The touched creature dies painlessly.
Level: Clr 4, Sor/Wiz 4 Instead of passing immediately be-
Components: V, S, DF yond the Veil of Souls, the crea-
Casting Time: 1 action ture’s soul remains on the
Range: Touch Ethereal Plane and attempts to
Target: Weapon enter the Material Plane as a
touched ghost. Normally, this is used by
Duration: 1 ghost characters with a special
hour/level nonhumanoid companion
Saving Throw: (such as a mage’s familiar, a
Will negates druid or ranger’s animal com-
(harmless, panion, or a
object) paladin’s spe-
Spell Resistance: cial mount) to
Yes (harmless, allow the com-
object) panion to travel with
them in ghost form.
You give a weapon When the spell ex-
the ghost bane prop- pires, the ghost creature
erty in addition to dies the true death and its
any other proper- soul passes beyond the
ties it has. Against Veil of Souls. It can be
ghosts, your weapon’s raised or resur-
enhancement bo- rected before the
nus (if any) is 2 spell duration ex-
higher than nor- pires, of course.
mal and it deals an
extra 2d6 points Ghost Lock
of damage. The Abjuration
spell has no effect if cast [Ectomancy]
upon a weapon that already Level: Clr 2, Sor/
has the ghost bane property. At Wiz 4
caster level 9th and higher, the Components: V, S
weapon gains a +1 enhancement bonus if it is Casting Time: 1
not already a magic weapon. action
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Range: Close (25 ft. + 5 ft./2 levels) Hail of Ectoplasm


Target: One willing nonhumanoid Conjuration (Creation) [Ectomancy]
Duration: 1 hour/level or until discharged Level: Sor/Wiz 2
Saving Throw: None Components: V, S, M
Spell Resistance: No Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
If the nonhumanoid subject creature dies while this Effect: 10-ft.-radius burst
spell is in effect, the creature’s soul does not immedi- Duration: Instantaneous
ately enter the realm of the dead, and it can instead Saving Throw: Reflex half
attempt to enter the Material Plane as a ghost, just as if Spell Resistance: Yes
CHAPTER 1:
ALL ABOUT

it were a type of creature (humanoid) normally capable


GHOSTS

of such. Once the creature becomes a ghost, it can re- An explosion of spheres of hardened ectoplasm occurs
main so until the spell duration expires, at which time from a point you designate. The spheres deal 1d6
it immediately passes through the Veil of Souls to the points of bludgeoning damage per two caster levels
True Afterlife. The creature may willingly do this be- (maximum 5d6) to creatures within the effect. The
fore the duration expires. ectoplasm decays into nothingness after the spell
takes effect.
Ghost Touch Armor Material Component: A handful of resin marbles.
Transmutation [Ectomancy]
Level: Bone Collector 2, Clr 2, Sor/Wiz 2 Harmony
Components: V, S, M Enchantment (Compulsion) [Mind-Affecting, Sonic]
Casting Time: 1 action Level: Brd 1
Range: Touch Components: V, S
Target: Armor of creature touched Casting Time: 1 action
Duration: 1 minute/level Range: Personal
Saving Throw: Will negates (harmless) Target: You
Spell Resistance: Yes (harmless) Duration: Variable (see below)

The subject’s armor gains the ghost touch property. When you play your instrument, sing your song, recite
Material Component: A shield made of resin. your epic poem, or speak your words of encourage-
ment, you fill your allies with greater confidence than
Ghost Venom normal. When under the effect of this spell, you grant
Necromancy [Ectomancy] a +4 morale bonus on saving throws against charm and
Level: Drd 3, Rgr 3 fear effects and a +2 morale bonus on attack and weap-
on damage rolls when you use your inspire courage
As poison, except the poison affects only ghosts and ability.
other ectoplasmic creatures. The effect lasts as long as the effect of your inspire
courage ability lasts. If you don’t begin to inspire cour-
Glyph of Turning age within 1 minute of casting this spell, the effects of
Abjuration harmony end.
Level: Clr 3 This spell first appeared in Magic of Faerûn.

As glyph of warding, except that instead of a spell effect or Hold Person or Ghost
a blast of energy, the spell unleashes a burst of positive Enchantment (Compulsion) [Ectomancy, Mind-
or negative energy, depending on whether you channel Affecting]
positive or negative energy. When you cast this spell, it Level: Brd 3, Clr 3, Ghost 2, Sor/Wiz 4
uses one of your turning attempts for the day. If you
have a feat or special ability that alters your turning As hold person, except that it also affects ghosts.
check (such as Empower Turning), you may apply that
modifier to the turning or rebuking stored in the glyph. Hunter’s Mercy
When the glyph is triggered, the turning or rebuk- Transmutation
ing attempt functions as if you were making the turn- Level: Rgr 1
ing roll. A successful turning or rebuking attempt Components: V, S
causes the undead to flee the glyph. If the result is that Casting Time: 1 action
the undead are commanded, they guard the area of the Range: Personal
glyph for 24 hours and then are released from the Target: You
effects of the command. The commanded undead do Duration: 1 round
not serve you.
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This transmutation makes a bow strike true. Your first Irresistible Force
hit with a bow (not including crossbows) in the next Evocation
round automatically threatens a critical hit. If you Level: Pal 4
don’t hit in the round immediately following the cast- Components: V, S
ing of this spell, the effect is wasted. Casting Time: 1 action
This spell first appeared in Magic of Faerûn. Range: Personal
Target: You
Incorporeal Disharmonics Duration: 1 round/level
Evocation [Ectomancy, Sonic]
Level: Brd 2 Charging yourself with divine energy, you become the

CHAPTER 1:
ALL ABOUT
Components: V, S, F epitome of force in motion. You are protected by free-

GHOSTS
Casting Time: 1 action dom of movement. You may charge as long as you move
Range: Close (25 ft. + 5 ft./2 levels) at least 5 feet. You may pass through enemy squares as
Target: One incorporeal creature and see text if they were occupied by allies. You gain a +10 bonus
Duration: Instantaneous on bull rush attempts. You gain a +10 bonus on checks
Saving Throw: Will half made to avoid being tripped. If you are pinned, you
Spell Resistance: Yes can still move 5 feet as part of your turn, as long as you
are strong enough to move the person pinning you.
You create a wave of When moving in combat, you act as if you had
sonic energy that is the Mobility feat.
harmful to incorpo-
real creatures. The tar- Mass Camouflage
get creature cannot Transmutation
avoid the damage with Level: Drd 4, Rgr 4
its incorporeal miss Components: V, S
chance and takes 1d6 Casting Time: 1 action
points of sonic damage Range: Medium (100 ft. + 10
per two caster levels. ft./level)
All creatures in adja- Target: Any number of crea-
cent squares take 1 tures, no two of which can
point of sonic damage be more than 60 ft. apart
from the residual ef- Duration: 10 minutes/level
fects of the energy wave.
Focus: A silver tuning As camouflage, except the effect
fork. is mobile with the group. The
spell is broken for any individ-
I Smell Your Fear ual who moves more than 60 feet
Divination from the nearest member of the
Level: Rgr 4 group. (If only two individuals are
Duration: 1 hour/level affected, the one moving away from
the other one loses its cam-
As locate creature, except as ouflage. If both are moving
noted above and below. away from each other, they
Material Component: A sample both become visible when
of the target’s flesh, blood, the distance between
hair, ectoplasm, or some them exceeds 60 feet.)
other physical part. This spell first appeared in
Magic of Faerûn.
Iron Bones
Transmutation Nightmare Lullaby
Level: Clr 4, Sor/Wiz 4 Enchantment (Compulsion) [Mind-Affecting, Sonic]
Level: Brd 2
As stone bones, except the target creature’s skeleton Components: V, S
changes to iron. The creature gains a +5 natural armor Casting Time: 1 full round
bonus to AC. Range: Long (400 ft. + 40 ft./level)
Focus: A miniature skull made out of iron or steel. Target: One creature
This spell first appeared in Magic of Faerûn. Duration: Concentration + 2 rounds

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Saving Throw: Will negates ghost). The spell does not change the ghost’s fea-
Spell Resistance: Yes tures or disguise it in any way; it conceals the manner
of the ghost’s death so that it can walk about in
You put your target into a surreal, sleepwalking state. polite society.
The target must make a Will saving throw or become
confused, thinking she has entered a nightmare. Preserve Ectoplasm
This spell first appeared in Magic of Faerûn. Transmutation [Ectomancy]
Level: Sor/Wiz 0
Painless Death Components: V, S, M
Necromancy Casting Time: 1 action
CHAPTER 1:
ALL ABOUT

Level: Clr 1 Range: 10 ft.


GHOSTS

Components: V, S, DF Target: 1 cu. ft./level of ectoplasm


Casting Time: 1 action Duration: Instantaneous
Range: Touch Saving Throw: Will negates (object)
Target: One willing living creature touched Spell Resistance: Yes (object)
Duration: Instantaneous
Saving Throw: None As purify food and drink, but affecting only ectoplasm.
Spell Resistance: No Material Component: A small loop of gold wire.

The touched creature dies painlessly and instantly. Proper State


Necromancy [Ectomancy]
Persuade to Manifest Level: Clr 4, Ghost 4
Enchantment (Compulsion) [Ectomancy, Mind- Components: V, S, DF
Affecting] Casting Time: 1 full round
Level: Brd 2, Sor/Wiz 3 Range: Close (25 ft. + 5 ft./2 levels)
Components: V, S Effect: One willing incorporeal undead
Casting Time: 1 full round Duration: Instantaneous
Range: Touch Saving Throw: None
Target: Dead creature touched Spell Resistance: No
Duration: Instantaneous
Saving Throw: Yes (harmless) You transform a willing incorporeal undead creature
Spell Resistance: Yes (harmless) into a ghost. If its previous class and level are
unknown, it becomes a ghost of the same race as you,
This spell sends a powerful signal to the soul of a crea- with warrior levels equal to its undead Hit Dice. If the
ture that has died and not yet manifested on the Mate- undead’s previous race, class, and level were known
rial Plane or passed on to the True Afterlife. The soul (such as if the undead were a former ally that became
immediately appears on the Ethereal Plane and can the spawn of a shadow), it becomes a ghost of its
immediately make a Wisdom check with a +10 morale former self. In any case, the creature’s character level is
bonus to manifest on the Material Plane. If that check no greater than the Hit Dice it had as an undead. For
is failed, the ghost may make Wisdom checks nor- example, a 5th-level dwarf fighter that became a
mally every minute to manifest. shadow’s spawn and was turned into a ghost with this
spell would now be a 2nd-level fighter. Levels lost in
Pleasant Visage this manner are handled as if the character had lost
Illusion (Glamer) [Ectomancy] levels from an undead’s energy drain attack.
Level: Brd 1, Clr 1, Sor/Wiz 1 A creature redeemed with this spell retains the
Components: V, S alignment it had as an undead creature, although it
Casting Time: 1 action is not strongly attached to that alignment and can
Range: Touch change it over time or with the aid of an atonement
Target: One ghost spell.
Duration: 24 hours Because only humanoids can become ghosts, this
Saving Throw: Will negates (harmless) spell works only on incorporeal undead that are
Spell Resistance: Yes (harmless) vaguely humanoid. For example, it cannot convert a
spectral steed (a horselike undead), a nightwing night-
You disguise the wounds of a ghost who has a dis- shade (a batlike creature), a nightwalker nightshade (a
turbing, repulsive, or gruesome appearance, mak- giantlike creature), or a nightcrawler (a wormlike crea-
ing it appear completely normal (although still a ture) into a ghost.

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Protection from Possession are not considered “fixed firmly” for the purpose of
Abjuration this spell and are pushed back by the waves of energy.
Level: Brd 1, Bone Collector 1, Clr 1, Ghost 1, Pal 1,
Sor/Wiz 1 Sherem Transformation
Components: V, S, M/DF Transmutation
Casting Time: 1 action Level: Sor/Wiz 6
Range: Touch Components: V, S, M, F
Target: Creature touched Casting Time: 1 hour
Duration: 10 minutes/level Range: Touch
Saving Throw: None Target: One unborn human (see text)

CHAPTER 1:
ALL ABOUT
Spell Resistance: No Duration: Instantaneous

GHOSTS
Saving Throw: Will negates
This spell wards a creature against mental control and Spell Resistance: Yes
possession attempts. The spell blocks any attempt to
possess the warded creature (as by a magic jar attack or You enhance the abilities of an unborn human child,
certain ghost feats) or to exercise mental control over giving the child exceptional sorcerous ability (if
the creature (as by a vampire’s supernatural domina- female) or exceptional clarity of mind (if male). Upon
tion ability, which works similarly to dominate person). reaching adulthood, the child may select the Kihu-
The protection does not prevent a vampire’s domina- Sherem Guardian or Sherem-Lar Sorcery feats.
tion itself, but it prevents the vampire from mentally While the spell affects an unborn child, it is targeted
commanding the protected creature. If the protection at the pregnant mother, who may resist the spell with
from possession effect ends before the domination effect a Will saving throw. If the mother is bearing multiple
does, the vampire would then be able to mentally com- children, the spell randomly affects one of the unborn
mand the controlled creature. Likewise, the spell (in these cases, the spell is usually cast multiple times
keeps out a possessing life force, but does not expel in order to affect all of them).
one if it is in place before the spell is cast. If the mother is from an unbroken line of sherem-lar
Arcane Material Component: A bit of powdered sorcerers at least ten generations long, a female child
silver, which is used to mark the forehead of the born of this spell may choose the Sherezem-Lar Sor-
target creature. cery feat. This spell is normally used on only Baza-
reene nobles, and most nobles consider it a crime to
Raise Ghost use the spell on anyone but a noble. Conversely, most
Conjuration (Healing) [Ectomancy] people outside of Bazareene consider magically alter-
Level: Clr 4 ing an unborn child to be a repugnant act and would
never allow it.
As raise dead, except that this spell can bring back only Focus: A flawless emerald worth at least 1,000 gp.
a ghost who has been killed. It does not restore life to Material Components: Blood from a Bazareene sor-
a dead body, but instead brings back a slain ghost as a cerer of at least 6th level, an iron ring that has touched
ghost. The spell requires some of the ghost’s original lava, and three golden spheres worth 50 gp each.
ectoplasm (some of the ghost’s ectoplasm that has
been preserved with magic or alchemy is sufficient). Shroud of Undeath
Alternatively, you may cast it on a dead creature’s Necromancy
body to bring it back as a ghost. The creature’s soul is Level: Bone Collector 2, Sor/Wiz 2
aware that it will return as a ghost instead of a living Components: V, S, M
creature and can refuse to accept the spell if it does not Casting Time: 1 action
want this to happen. This form of the spell works only Range: Personal
on creatures that can become ghosts. Target: You
As with other forms of this magic, if cast within the Duration: 10 minutes/level (D)
Manifest Ward, a raised ghost does not lose a level or a
Constitution point when brought back from the dead. You shroud yourself with invisible negative energy so
that nonintelligent undead perceive you as a fellow
Repel Ectoplasm undead creature, ignoring you. Your appearance does
Abjuration [Ectomancy] not change, and while intelligent undead do not
Level: Ghost 7, Sor/Wiz 6 immediately recognize you as alive, they are likely to
question whether you are actually undead. If used in
As repel wood, but affecting only ectoplasm, whether conjunction with a disguise or illusion to appear
inert or part of an ectoplasmic creature. Large mani- undead, this spell gives you a +5 bonus on your Dis-
festations of ectoplasm (such as a wall of ectoplasm spell) guise check.

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If you attack an undead creature while this spell is in Stone Bones


effect, the spell immediately ends. Transmutation
When you are using this spell, inflict spells heal you Level: Clr 2, Sor/Wiz 2
and cure spells hurt you. You are treated as if you were Components: V, S, F
undead for the purposes of all spells and effects that Casting Time: 1 action
specifically affect undead. A successful turning (or re- Range: Touch
buking) attempt against you (treating you as an undead Target: Corporeal undead creature touched
of your Hit Dice) requires you to make a Will saving Duration: 10 minutes/level
throw (DC 10 + cleric’s Cha modifier) or be panicked Saving Throw: Will negates (harmless)
(or cowering) for 10 rounds. A successful Spell Resistance: Yes (harmless)
CHAPTER 1:
ALL ABOUT

turning attempt against you


GHOSTS

that would destroy (or You cause the skeleton of the target to become
command) an undead thicker and as strong as stone. This gives
of your Hit Dice re- the target a +3 natural
quires you to make a armor bonus to AC.
Will save (DC 15 + The spell has no effect
cleric’s Cha modifier) on creatures that have
or be stunned (or no skeleton but works
charmed as by charm normally on creatures that have exoskeletons
monster) for 10 rounds. (such as insects).
Material Component: Dust or bone frag- Another version of the spell is rumored to exist that
ments from any destroyed undead creature. works on living creatures, but causes wracking pains
This spell first appeared in Magic of Faerûn. because of the radical alteration of its skeleton. This
version has fallen out of use because few creatures
Song of the Calling willingly subject themselves to it (although it might be
Abjuration [Ectomancy] used by sadistic followers of Orcus).
Level: Brd 3 Focus: A miniature skull carved of granite.
Components: V, S This spell first appeared in Magic of Faerûn.
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels) Summon Undead I
Effect: One ghost Conjuration (Summoning) [Evil; see text]
Duration: Instantaneous Level: Sor/Wiz 1
Saving Throw: Will negates; see text Components: V, S, F
Spell Resistance: Yes Casting Time: 1 full round
Range: Close (25 ft. + 5 ft./2 levels)
You force a ghost to succumb to the Calling and depart Effect: One summoned creature
immediately for the True Afterlife. Each level in the Duration: 1 round/level
eidolon class the target ghost has gives it a –1 penalty Saving Throw: None
on its saving throw against this spell. Spell Resistance: No

Spittle Spray As summon monster I, except that you summon an


Transmutation undead creature. The spell conjures one of the crea-
Level: Clr 1 tures from the 1st-level list on the Summon Undead
Components: V, S table below. You choose which creature to summon,
Casting Time: 1 action and you can change that choice each time you cast the
Range: Personal spell. Summoned undead do not count toward your
Target: You total Hit Dice of undead you can control with animate
Duration: 1 round/level dead or negative energy.
When you use a summoning spell to summon an air,
You can spit out to close range (25 ft. + 5 ft./2 levels). If chaotic, earth, evil, fire, good, lawful, or water creature,
you have a poison bite attack, this spell allows you to it is a spell of that type. Summoning undead is always
spit your poison out to this range. You make a ranged evil.
touch attack to hit your foe, and if you succeed, the Focus: A tiny bag, a small (not lit) candle, and a carved
target must make a saving throw against your poison as bone from any humanoid.
if it had been bitten. This spell first appeared in Magic of Faerûn.
This spell is normally used by the yuan-ti and has no
significant effect if used with normal spittle.

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Summon Undead II Summon Undead V


Conjuration (Summoning) [Evil; see text] Conjuration (Summoning) [Evil; see text]
Level: Sor/Wiz 2 Level: Sor/Wiz 5
Effect: One or more summoned creatures, no two of Effect: One or more summoned creatures, no two of
which can be more than 30 ft. apart which can be more than 30 ft. apart

As summon undead I, except that you can summon one As summon undead I, except that you can summon one
undead from the 2nd-level list or 1d3 undead of the undead from the 5th-level list, 1d3 undead of the same
same type from the 1st-level list. type from the 4th-level list, or 1d4+1 undead of the
same type from a lower-level list.

CHAPTER 1:
ALL ABOUT
Summon Undead III

GHOSTS
Conjuration (Summoning) [Evil; see text] Surelife
Level: Sor/Wiz 3 Abjuration
Effect: One or more summoned creatures, no two of Level: Repose 8
which can be more than 30 ft. apart Components: V, S, M
Casting Time: 1 round
As summon undead I, except that you can summon one Range: Personal
undead from the 3rd-level list, 1d3 undead of the same Target: You
type from the 2nd-level list, or 1d4+1 undead of the Duration: 1 minute/level
same type from the 1st-level list.
This spell allows you to protect yourself against some
Summon Undead IV condition, such as being immersed in boiling oil or
Conjuration (Summoning) [Evil; see text] being buried under an avalanche, that would ordinar-
Level: Sor/Wiz 4 ily cause certain death. You can protect yourself
Effect: One or more summoned creatures, no two of against only a natural occurrence or condition, not
which can be more than 30 ft. apart against a spell or the action of a creature (such as the
breath of a dragon or the swords of a group of bandits).
As summon undead I, except that you can summon one You must specify the condition against which you
undead from the 4th-level list, 1d3 undead of the same wish to protect yourself, and the spell is effective
type from the 3rd-level list, or 1d4+1 undead of the against only that condition. Should you be subjected
same type from a lower-level list. to that condition during the duration of the spell, you
feel no discomfort and take no damage from the con-
Summon Undead dition. However, the spell does not protect any items
1st Level carried on your person. At the end of the spell’s dura-
Medium skeleton tion, the condition has full normal effects on you if
Small zombie you are still subjected to it.
Material Components: An ointment of peach syrup
2nd Level and cinnabar.
Medium zombie This spell first appeared in Oriental Adventures.
Large skeleton

3rd Level Undead Bane Weapon


Large zombie Transmutation
Ghoul Level: Clr 4, Ghost 3, Pal 3
Huge skeleton Components: V, S, DF
Casting Time: 1 action
4th Level Range: Touch
Allip
Bonesinger (using the sample 3rd-level bard
Target: Weapon touched
as the base creature) Duration: 1 hour/level
Ghast Saving Throw: Will negates (harmless, object)
Huge zombie Spell Resistance: Yes (harmless, object)
5th Level You give a weapon the undead bane property in addi-
Dread ram tion to any other properties it has. Against undead,
Mummy
Necroplasm your weapon’s enhancement bonus (if any) is 2 higher
Shadow than normal and it deals an extra 2d6 points of
Spectral steed damage. The spell has no effect if cast upon a weapon
Wight that already has the undead bane property. At caster
Vampire spawn level 9th (paladin level 18th) and higher, the weapon
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gains a +1 enhancement bonus if it is not already a Undeath to Death


magic weapon. Necromancy
Alternatively, you can affect up to 50 arrows, bolts, or Level: Clr 6, Ghost 6, Repose 6, Sor/Wiz 6
bullets. The projectiles must be of the same type, and Components: V, S, M, DF
they have to be together, such as in the same quiver. Casting Time: 1 action
Projectiles (but not thrown weapons) lose their Range: Medium (100 ft. + 10 ft./level)
undead bane property after they have been fired. Area: Several undead creatures within a 50-ft.-radius
The weapon is considered blessed, which means it burst
has special effects on certain creatures. Any weapon Duration: Instantaneous
affected by this spell glows with a serene gray radiance Saving Throw: Will negates
CHAPTER 1:
ALL ABOUT

that sheds as much light as a candle. Spell Resistance: Yes


GHOSTS

This spell originally appeared in Magic of Faerûn.


Undeath to death snuffs out the life forces of undead
Undead Torch creatures, killing them instantly.
Necromancy The spell slays 1d4 HD worth of undead creatures
Level: Sor/Wiz 3 per caster level (maximum 20d4). Creatures with the
Components: V, S, M fewest HD are affected first; among creatures with
Casting Time: 1 action equal HD, those who are closest to the point of origin
Range: Close (25 ft. + 5 ft./2 levels) of the burst are affected first.
Target: One corporeal undead Material Component: The powder of a crushed dia-
Duration: 1 round/level mond worth at least 500 gp.
Saving Throw: Will negates (harmless) This spell first appeared
Spell Resistance: Yes (harmless) in Magic of Faerûn.

You cause a corporeal undead Unmovable Object


to give off cold blue energy Evocation
that disrupts the life force of Level: Pal 4
living creatures, but has no Components: V, S
effect on objects or undead. Casting Time: 1 action
The target creature deals an Range: Personal
extra 2d4 points of damage Target: You
with its melee attacks. If an Duration: 1 round/
attacked creature has spell level
resistance, the resistance is
checked the first time the Charging yourself with
subject of this spell at- divine energy, you bond
tacks the creature. If it yourself to the ground
succeeds, the creature is beneath your feet and
unaffected by that cast- become the epitome of
ing of undead torch. stability. The spell ends
If the subject of this spell is instantly if you move
destroyed, the undead from your current posi-
torch continues to burn at tion and does not work
the location of its destruc- unless you are in contact
tion until the duration of with the ground. You gain
the spell expires, and crea- a +2 bonus to Strength, a
tures that pass through that +4 bonus to Constitution, a
area take damage. If the +2 resistance bonus on
subject of this spell saving throws, and a +4
assumes a noncorpo- dodge bonus to AC. You
real state (such as a gain a +10 bonus to resist a
vampire’s gaseous bull rush (this bonus does
form), the spell disperses not include the +4 bonus
harmlessly. for being “exceptionally stable,”
Material Component: A living or dead firefly or glow- but exceptionally stable creatures do get that bonus in
worm. addition to the bonus from this spell). You gain a +10
This spell first appeared in Magic of Faerûn. bonus to resist all trip attacks (but not to your attempts
to trip someone in return). You gain a +10 resistance
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bonus on any roll made to resist an effect that it is anchored. A vertical wall
would cause you to move from your need be anchored only on the
current location. For ex- floor, while a horizontal or
ample, while you are not slanting wall must be
immune to enchant- anchored on two op-
ment effects, you posite sides.
gain a +10 resistance The wall is prima-
bonus on saving rily defensive in na-
throws (or Charis- ture and is used to
ma checks, in the stop pursuers from

CHAPTER 1:
ALL ABOUT
case of effects such following you and

GHOSTS
as charm person) to the like. Each 10-foot
resist commands square of wall has
that would cause hardness 0 and 2 hit
you to leave your points per inch of
current position. thickness. Creatures
If the ground you can hit the wall with-
stand on disappears out making an attack
or cannot support roll. A section of wall
your weight (such whose hit points drop
as with disintegrate to 0 is breached. A
or transmute rock to creature can break
mud), this spell ends through the wall with
and the existing a Strength check (DC
conditions affect 12 + caster level).
you normally. Hemisphere: The wall
takes the form of a hemi-
Wall of Ectoplasm sphere whose maximum
Conjuration (Creation) [Ectomancy] radius is 3 feet +1 foot per caster level. Thus, a
Level: Sor/Wiz 3 7th-level caster can create a hemisphere 10 feet in
Components: V, S, M radius. It is as hard to break through as the ectoplasm
Casting Time: 1 action plane variation. You can create the hemisphere so that
Range: Medium (100 ft. + 10 ft./level) it traps one or more creatures, though these creatures
Effect: Anchored plane of ectoplasm, up to one 10-ft. get a Reflex saving throw to avoid being trapped.
square/level, or hemisphere of ectoplasm with a Material Component: A cube of resin and a drop of oil.
radius of up to 3 ft. + 1 ft./level
Duration: 1 minute/level War Cry
Saving Throw: See text Enchantment (Compulsion) [Mind-Affecting, Sonic]
Spell Resistance: Yes Level: Brd 4
Components: V, S
This spell creates an anchored plane of ectoplasm or a Casting Time: 1 action
hemisphere of ectoplasm, depending upon the version Range: Personal
selected. A wall of ectoplasm cannot form in an area Target: You
occupied by physical objects or creatures. Its surface Duration: 1 round/level
must be smooth and unbroken when created. The Saving Throw: Will negates; see text
ectoplasm is semisolid (not raw)—about the consis- Spell Resistance: Yes; see text
tency of packed snow—and retains its shape rather
than collapsing into a formless mass. Because ecto- You attack with a war cry that bolsters your own
plasm is a ghost touch material, it is an impenetrable bar- courage as well as intimidating your enemies. As a
rier to incorporeal creatures (although they may attack result of this spell, you gain a +2 morale bonus on at
the wall or go around it). The ectoplasm is opaque and tack rolls and weapon damage rolls or a +4 morale
blocks line of effect. bonus on attack rolls and weapon damage rolls made
Ectoplasm Plane: A sheet of ectoplasm appears. The as part of a charge attack.
wall is 1 inch thick per caster level and covers up to a Any opponent you attack in melee must make a Will
10-foot-square per caster level (so a 6th-level wizard save or become panicked. Once a target makes a suc-
could create a wall of ectoplasm 30 feet long and 20 cessful saving throw against this effect, it cannot be
feet high, a wall 60 feet long and 10 feet high, and so affected by your war cry for one day.
on). The plane can be oriented in any fashion as long as This spell first appeared in Magic of Faerûn.
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Weapon of the Deity Table 1–14: Armor and Shield Special Abilities
Transmutation Roll %:
Level: Blk 4, Clr 4, Pal 4 01–85 Use Table 8–6: Armor Special Abilities in the
DUNGEON MASTER’s Guide.
Components: V, DF 86–100 Use the table below.
Casting Time: 1 action
Range: Personal Market Price
Target: Your weapon Minor Medium Major Special Ability Modifier*
Duration: 1 round/level 01–16 01–12 01–08 Death ward +2 bonus
17–32 13–24 09–16 Energy drain +2 bonus
33–48 25–36 17–24 Ghost disrupting +2 bonus
You must be using your deity’s favored weapon to cast
CHAPTER 1:

49–64 37–48 25–32 Negative energy +2 bonus


ALL ABOUT

this spell. You may use the weapon as if you had profi- protection
GHOSTS

ciency with it, even if you normally do not. The 65–80 49–60 33–40 Undead disrupting +2 bonus
weapon gains a +1 enhancement bonus on attack and 81–91 61–70 41–50 Absorbing +3 bonus
damage rolls and an additional special ability (see the 92–98 71–80 51–65 Undead controlling +4 bonus
list below). A double weapon gains this enhancement 99–100 81–100 66–100 Roll twice again**
bonus and special ability for only one of its two heads, *Add to enhancement bonus on Table 8–3: Armor and Shields
in the DUNGEON MASTER’s Guide to determine total market price.
as chosen by you. If your weapon already has enhance- **If you roll a special ability twice, only one counts. If you roll
ment bonuses and special abilities for both of its two versions of the same special ability, use the better.
heads, this effect of the spell does not function unless
the weapon’s normal enhancement bonus is lower modifier) against an energy drain attack that nor-
than the bonus granted by this spell. mally doesn’t allow such a save. A successful save
When you reach 9th caster level, the enhancement means the attack has half effect (and then apply the
bonus of the weapon increases to +2. At 12th level, the armor’s absorbing ability). This property does not
bonus rises to +3, at 15th level it is +4, and at 18th level change saves against attacks that already allow
it is +5. them.
A variant of this spell first appeared in Defenders of the Caster Level: 7th; Prerequisites: Craft Magic Arms and
Faith. Armor, restoration; Market Price: +3 bonus.
This special ability first appeared in Defenders of the
Weapon of the Deity Faith.
Deity Weapon and Special Ability
Aluvan defending short sword
Death Ward: Once per day, armor enhanced by
Chaniud screaming longsword this special ability makes the wearer immune to
Dracanish mighty cleaving scimitar death effects, as if a death ward spell had been cast by
Durann flaming warhammer a 7th-level caster.
Eanius merciful quarterstaff Caster Level: 7th; Prerequisites: Craft Magic Arms and
Galaedros frost quarterstaff Armor, death ward; Market Price: +2 bonus.
Khostren venomous spiked gauntlet This special ability first appeared in Magic of Faerûn.
Nessek flaming dagger
Orcus torturous heavy mace
Energy Drain: A suit of armor or a shield with this
Phaant venomous greataxe ability allows the bearer to drain levels with the
Soggelos frost trident wearer’s touch attack (if armor) or with a shield bash
Tephaneron keen battleaxe (if shield). Other than the requirement of a touch
Uhanam mighty cleaving light flail attack, the magical effect is like an enervation spell
Wyst defending shortspear cast by a 7th-level wizard. Such armor or shield usu-
ally has the face of a snarling vampire carved on the
MAGIC ITEMS front of it.
There are many strange magic items in the Ghostwalk Caster Level: 7th; Prerequisites: Craft Magic Arms and
campaign, many of them tied to undeath or ghosts. Armor, enervation; Market Price: +2 bonus.
This special ability first appeared in Defenders of the
Armor and Shield Special Abilities Faith.
These special abilities expand the selection found in Ghost Disrupting: The wearer of a suit of armor or
the Armor and Shield section of Chapter 8 in the a shield with this ability may attack ghosts (or other
DUNGEON MASTER’s Guide. ectoplasm-based creatures) as with a disrupt ectoplasm
Absorbing: Armor and shields with this ability spell cast by a 5th-level wizard up to four times per day.
are always a dull black and appear to possess depths Armor and shields with this ability usually are deco-
that couldn’t exist. A suit of armor or a shield with rated with a lattice of gray lines.
this ability absorbs ability drain and energy drain Caster Level: 5th; Prerequisites: Craft Magic Arms and
attacks. It can absorb as many points of ability scores Armor, disrupt ectoplasm; Market Price: +2 bonus.
or levels drained per day as its enhancement bonus. Negative Energy Protection: Armor enhanced by
It allows a Fortitude save (DC 10 + attacker’s Cha this special ability grants the wearer negative energy pro-
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tection for 5 rounds the first time each day the Caster Level: 13th; Prerequisites: Craft
wearer is exposed to any nega- Magic Arms and Ar-
tive energy attack. mor, control undead;
Caster Level: 5th; Market Price: 25,350
Prerequisites: Craft gp; Cost to Create:
Magic Arms and 12,850 gp + 1,000 XP.
Armor, negative Holoran’s Chain-
energy protection; mail: Worn by a fa-
Market Price: +2 bonus. mous hero of Aluvan’s faith,
This special ability first ap- this set of +2 negative energy pro-

CHAPTER 1:
ALL ABOUT
peared in Magic of Faerûn. tection undead disrupting chainmail

GHOSTS
Undead Controlling: The bears Aluvan’s symbol on the
wearer of a suit of armor or a shield shoulder plate. Holoran fell in the
with this ability may con- Liche War, and the current location
trol up to 26 HD of un- Holoran’s of his armor is unknown.
dead per day, as with the Chainmail Caster Level: 6th; Prerequisites: Craft
control undead spell. At Magic Arms and Armor, disrupt undead,
dawn each day, the wearer loses con- negative energy protection; Market Price:
trol of any undead still under his sway. 36,300 gp; Cost to Create: 18,300 gp +
Any armor or shield with this power 1,440 XP.
is usually decorated with bone.
Caster Level: 13th; Prerequisites: Craft Weapon Special Abilities
Magic Arms and Armor, control undead; Crafted by dwarves or other skilled beings,
Market Price: +4 bonus. these weapon special abilities are available in
This special ability first appeared in Defenders addition to those described in the DUNGEON
of the Faith. MASTER’s Guide.
Undead Disrupting: The wearer of a suit of armor or
a shield with this ability may attack undead as with a dis- Table 1–16: Weapon Special Abilities
Roll %:
rupt undead spell cast by a 5th-level wizard up to four 01–85 Use Table 8–15: Melee Weapon Special Abilities or
times per day. Armor and shields with this ability usually Table 8–16: Ranged Weapon Special Abilities in the
display prominently the holy symbol of a good deity. DUNGEON MASTER’s Guide, as appropriate.
Caster Level: 5th; Prerequisites: Craft Magic Arms and 86–100 Use the table below.
Armor, disrupt undead; Market Price: +2 bonus.
This special ability first appeared in Defenders of the Market Price
Faith. Minor Medium Major Special Ability Modifier*
01–16 01–12 01–08 Merciful +1 bonus
17–32 13–24 09–16 Screaming +1 bonus
Specific Armors 33–48 25–36 17–24 Torturous +1 bonus
At least two pieces of famous armor are well-known 49–64 37–48 25–32 Truesilver +1 bonus
enough in the Ghostwalk campaign to have been dupli- 65–80 49–60 33–40 Venomous +1 bonus
cated by other item crafters. 81–86 61–70 41–52 Ghost bane +2 bonus
87–92 71–80 53–64 Snakebiter +2 bonus
Table 1–15: Specific Armors 93–98 81–90 65–76 Vampiric +2 bonus
Roll %: 99–100 91–100 77–100 Roll twice again**
01–85 Use Table 8–8: Specific Armors in the DUNGEON *Add to enhancement bonus on Table 8–10: Weapons in the
MASTER’s Guide. DUNGEON MASTER’s Guide to determine total market price.
86–100 Use the table below. **Reroll if you get a duplicate special ability, an ability incom-
patible with an ability you’ve already rolled, or if the extra abil-
Medium Major Specific Armor Market Price ity puts you over the +10 limit. A weapon’s enhancement
01–75 01–50 Breastplate of Kaltar 25,350 gp bonus and special ability bonus equivalents can’t total more
76–100 51–100 Holoran’s Chainmail 36,300 gp than +10.
Ghost Bane: This special ability functions like the
Breastplate of Kaltar: This +1 undead controlling bane ability in the DUNGEON MASTER’s Guide, except the
breastplate was made by a Tereppekian Orcus-wor- effective enhancement bonus and extra damage apply
shiper for his evil lieutenant. A ram’s skull is engraved only to ghosts, regardless of alignment.
on the front of the armor, and an intricate pattern of Caster Level: 8th; Prerequisites: Craft Magic Arms and
smaller human and ram skulls decorates all other flat Armor, disrupt ectoplasm; Market Price: +2 bonus.
surfaces of the armor. Kaltar led a series of raids on Merciful: The weapon deals an extra 1d6 points of
Ghostwalk caravans in the Undercity, but vanished damage, and all the damage it deals is subdual damage.
several years ago. On command, the weapon suppresses this ability until
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commanded to resume it. Bows, crossbows, and slings stunned for 1 round from pain. This
with this property bestow the merciful effect on their ability can be applied to a weapon a
ammunition. second time; doing so increases the
Caster Level: 5th; Prerequisites: Craft Magic Arms and Fortitude save DC to 17.
Armor, cure light wounds; Market Price: +1 bonus. Caster Level: 5th; Prerequisites: Craft
This special ability first appeared in Sword and Fist. Magic Arms and Armor, death knell;
Snakebiter: This special ability functions like the Market Price: +1 bonus.
bane ability in the DUNGEON MASTER’s Truesilver: This ability
Guide, except the effective enhance- incorporates magically
ment bonus and extra damage apply purified and hardened silver
CHAPTER 1:
ALL ABOUT

only to yuan-ti of all types. into the weapon. It is treated


GHOSTS

Caster Level: 8th; Prerequisites: Craft as a silver weapon for the


Magic Arms and Armor, summon purpose of harming crea-
monster I; Market Price: +2 bonus. tures particularly vulner-
Screaming: Upon command, a able to silver, such as
screaming weapon emits a low hum ghosts. Furthermore, a true-
that is grating on the ears but does silver weapon allows sneak
not harm the wielder. Screaming attacks or critical hits on
weapons that hit produce a louder ghosts. Even though it is a
high-pitched sound and deal an extra change to the composition of the
1d6 points of sonic damage on a suc- weapon rather than simply a magi-
cessful hit. Bows, crossbows, and cal property, truesilver can be added to
slings with this property bestow the an existing weapon.
sonic energy upon their ammuni- Caster Level: 5th; Prerequisites: Craft
tion. Screaming weapons deal this Magic Arms and Armor, Craft (metal-
extra damage even within the area of working) 5 ranks; Market Price: +1
a silence spell. Screaming weapons do bonus.
not have any additional adverse Vampiric: Any living opponent
affects upon creatures that use struck by a vampiric weapon must
enhanced hearing, although such make a Fortitude save (DC 16) or lose
creatures dislike screaming an additional 1d4 hit points,
weapons. which are immediately added Truesilver weapon
Caster Level: 10th; Prerequisites: to the wielder’s current hit point
Craft Magic Arms and Armor, shout total. Any hit points above the wielder’s maximum
or sound burst; Market Price: +1 bonus. are treated as temporary hit points (multiple additions
This special ability first appeared of temporary hit points don’t stack) and disappear after
in Magic of Faerûn. 1 hour.
Torturous: Upon a successful hit, Caster Level: 7th; Prerequisites: Craft Magic Arms and
the target of this weapon must Armor, vampiric touch; Market Price: +2 bonus.
make a Fortitude save (DC 12) or be Screaming weapon This special ability first appeared in Magic of Faerûn.

pqqqqrs
NAMED MAGIC WEAPONS
An unusual aspect of the Ghostwalk campaign is that all magic some element of the original name. If Bakara’s Blade later
weapons, no matter how minor, have a name. The process to had the flaming special ability added to it, it might be
craft magic weapons that was discovered millennia ago in this renamed Bakara’s Brightblade. If Spirit Breaker was later
part of the world required the weapon to have a unique name crafted with the torturous special ability, its name might be
to cement its powers into place. changed to Spiritwrack.
A weapon is often named for the person who is to bear it, or A weapon’s name often reveals some of its history or
for some memorable event tied to its creation or the person who features, even if its name has changed over time due to the
created it. For example, a +1 longsword made for a Tereppekian addition of new properties. Spells such as analyze dweomer,
fighter named Bakara might be named Bakara’s Blade by its identify, and legend lore automatically give a weapon’s current
creator, and a +2 ghost bane heavy mace made by the church of and previous names (in addition to all other effects of the
Orcus might be known as Spirit Breaker. spells), and a bard who knows the name of a magic weapon
Magic weapons that have abilities added to them over gains a +5 bonus on bardic knowledge checks made to reveal
time sometimes have their names expanded, but always keep more information about that weapon.
pqqqqrs
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Venomous: Once per day, a venomous weapon can Deathwardens. They can be purchased individually at
inflict a poison spell (DC 14) upon a creature struck by the listed price.
the weapon (or projectile). The wielder can decide to Caster Level: 8th; Prerequisites: Craft Magic Arms and
use the power after he has struck. Doing so is a free Armor, summon monster I; Market Price: 366 gp; Cost to
action, but the poison effect must Create: 186 gp + 15 XP.
be used in the same round Bone Sword: This
that the weapon (or pro- weapon is made by clerics
jectile) strikes. of Orcus. Although the
Caster Level: 9th; hilt is normal, the
Prerequisites: Craft blade is actually a

CHAPTER 1:
ALL ABOUT
Magic Arms jagged bone

GHOSTS
and Armor, about as long as a
poison; Market longsword’s blade. It
Price: +1 bonus. functions as a +1 ghost
This special bane longsword. Other ver-
ability first appeared in Magic sions of this weapon have been
of Faerûn. Bonecrushers seen as well, in the shape of clubs and maces.
Caster Level: 8th; Prerequisites: Craft Magic Arms
Specific Magic Weapons and Armor, disrupt ectoplasm; Market Price: 18,310 gp;
The following magic weapons usually are precon- Cost to Create: 9,310 gp + 720 XP.
structed with exactly the qualities here. While some of Crash: This +1 frost trident gives its wearer a +2
these are unique items, any of them could be dupli- enhancement bonus to Wisdom when held or carried.
cated by someone who met the prerequisites. The shaft is carved with symbols of octopi and inlaid
with blue resin.
Table 1–17: Specific Magic Weapons Caster Level: 8th; Prerequisites: Craft Magic Arms and
Roll %:
01–85 Use Table 8–17: Specific Weapons in the DUNGEON
Armor, chill metal or ice storm, commune or legend lore;
MASTER’s Guide. Market Price: 16,315 gp; Cost to Create: 8,315 gp + 640 XP.
86–100 Use the table below. Due Process: This +2 lawful longsword was created by
the church of Chaniud to destroy elements of chaos in
Medium Major Specific Armor Market Price the city. It allows the wielder to invoke a protection from
01–11 — Bonecrushers 366 gp chaos spell upon himself once per day.
12–22 — Kisses of Traagash 366 gp Caster Level: 7th; Prerequisites: Craft Magic Arms and
23–33 — Spiritwarder 4,510 gp
34–44 — War’s Armor 6,310 gp
Armor, order’s wrath, protection from chaos, creator must
45–55 — Mace of Undead Prowess 7,812 gp be lawful; Market Price: 37,315 gp; Cost to Create: 18,815
56–60 01–05 Rapid Wrath 11,702 gp gp + 1,480 XP.
61–65 06–10 Patient Lesson 11,900 gp Fate of the Undevoured: Each of these +1 undead
66–70 11–15 First Thaw 12,500 gp bane scimitars has a hilt wrapped in bronze wire and
71–75 16–20 Crash 16,315 gp black leather. Created by the church of Dracanish,
76–80 21–25 Banisher of Nightmares 18,310 gp each blade has a profile of a bronze-skinned man on
81–85 26–30 Bone Sword 18,310 gp
86–90 31–35 Kihanam’s Mace 18,312 gp the blade.
91–95 36–40 Sharkjaw 18,312 gp Caster Level: 8th; Prerequisites: Craft Magic Arms and
96–100 41–45 Fate of the Undevoured 18,315 gp Armor, summon monster I; Market Price: 18,315 gp; Cost
— 46–56 War’s Craft 20,308 gp to Create: 9,315 gp + 720 XP.
— 57–67 Oathkeeper 29,312 gp First Thaw: Galaedros’s church created this +1 frost
— 68–78 Paladincutter 32,320 gp quarterstaff. Each end is a large wooden knob carved in
— 79–89 Maladur’s Warhammer 35,912 gp
— 90–100 Due Process 37,315 gp
the shape of a tree with sad human eyes. Its bearer is
protected by the effects of an endure elements (cold) spell
at all times.
Banisher of Nightmares: Created by the church of Caster Level: 8th; Prerequisites: Craft Magic Arms and
Aluvan, these +1 undead bane short swords are plain, Armor, chill metal or ice storm, endure elements; Market
except for a small golden hand on a white circle on the Price: 12,500 gp; Cost to Create: 6,400 gp + 488 XP.
blade. Kihanam’s Mace: Created by a ghast cleric of
Caster Level: 8th; Prerequisites: Craft Magic Arms and Orcus, this +2 torturous heavy mace was taken from her
Armor, summon monster I; Market Price: 18,310 gp; Cost body after the Liche War by an unknown looter and
to Create: 9,310 gp + 720 XP. hidden somewhere in the Undercity. The head is an
Bonecrushers: These +1 undead bane arrows or +1 iron skull, and the hilt is decorated with tiny praying
undead bane crossbow bolts are easily recognized by silver skeletal hands.
their bright green fletching. They are often carried by Caster Level: 8th; Prerequisites: Craft Magic Arms and
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Armor, death knell; Market Price: 18,312 gp; Cost to Sharkjaw: This short steel rod is capped with a pol-
Create: 9,312 gp + 720 XP. ished human skull. A pair of ram’s horns are painted on
Kisses of Traagash: These +1 ghost bane arrows are the skull in human blood, and instead of human teeth,
often carried by yuan-ti. They are adorned with black it has dozens of
and gray scalelike feathers of strange birds. rows of shark
Caster Level: 8th; Prerequisites: Craft Magic Arms and teeth wired in-
Armor, summon monster I; Market Price: 366 gp; Cost to Kihanam’s Mace
to its jaws. It is
Create: 186 gp + 15 XP. a +1 wounding
Mace of Undead Prowess: This +1 heavy mace is heavy mace, for the
capped with a carved obsidian skull. It allows a cleric shark teeth break off and remain in
CHAPTER 1:
ALL ABOUT

(or other class that can rebuke undead) wield- the wound (the weapon automatically replen-
GHOSTS

ing or carrying it to rebuke or com- ishes any lost shark teeth).


mand undead as a cleric two Caster Level: 10th; Prerequisites: Craft Magic Arms and
levels higher than Armor, Mordenkainen’s sword; Market Price: 18,312 gp;
his actual class Cost to Create: 9,312 gp + 720 XP.
level. Slaying Arrow: Items of this type (as well as greater
Caster slaying arrows) exist that affect ghosts, regardless of
Level: 6th; Pre- alignment. Slaying arrows and greater slaying arrows that
requisites: Craft Magic Arms and Armor, creator must affect any kind of yuan-ti also exist. In either case, the
be a 6th-level cleric; Market Price: 7,812 gp; Cost to Cre- price and other information for these items are the
ate: 4,062 gp + 300 XP. same as given in the DUNGEON MASTER’s Guide.
Maladur’s Warhammer: Wielded by a dwarf hero Spiritwarder: This +1 short sword gives its wielder
in the Liche War, this +2 disruption warhammer was lost the ability to use protection from possession once per day.
during a battle and has not been seen since. It allows This ability triggers automatically upon the wielder if
its wielder to detect undead once per day on command. the wielder is ever subject to a possession attempt.
Caster Level: 14th; Prerequisites: Craft Magic Arms and Caster Level: 3rd; Prerequisites: Craft Magic Arms and
Armor, detect undead, heal; Market Price: 35,912 gp; Cost Armor, protection from possession, creator must be 3rd
to Create: 18,112 gp + 1,424 XP. level; Market Price: 4,510 gp; Cost to Create: 2,410 gp +
Oathkeeper: This +1 thundering warhammer is 168 XP.
graven with the symbol of Durann. It allows its War’s Armor: This +1 battleaxe grants its bearer a +1
wielder to use a discern lies effect once per day. natural armor bonus at all times. A side effect of this
Caster Level: 5th; Prerequisites: Craft Magic Arms and benefit is that the bearer’s skin takes on a metallic
Armor, blindness/deafness, discern lies; Market Price: sheen and gains dark tattoolike markings on the joints,
29,312 gp; Cost to Create: 14,812 gp + 1,160 XP. resembling the joints in armor. The bearer also gains a
Paladincutter: This +1 keen unholy greataxe was mark on the forehead in the shape of Tephaneron’s
given its name by the cleric of Phaant who created it. symbol. These marks and discoloration disappear if the
The blade has a large hole drilled through it and is bearer is separated from the weapon for more than
inscribed with three overlapping diamonds. 24 hours.
Caster Level: 10th; Prerequisites: Craft Magic Arms and Caster Level: 3rd; Prerequisites: Craft Magic Arms and
Armor, keen edge, unholy blight, creator must be evil; Armor, barkskin; Market Price: 6,310 gp; Cost to Create:
Market Price: 32,320 gp; Cost to Create: 16,320 gp + 1,280 XP. 3,310 gp + 240 XP.
Patient Lesson: The church of Eanius created this War’s Craft: The church of Uhanam had one hun-
+1 merciful quarterstaff as an icon of peace. The length of dred of these +2 defending light flails made and distrib-
it is carved with a panoramic scene of sky, sun, and uted them to worthy clerics, soldiers, and diplomats.
birds over a hillside. The quarterstaff can also cure light Any person may wield one of these weapons as if he
wounds once per day, healing 1d8+5 points of damage had the Simple Weapon Proficiency feat. Whenever
with each use. the defending ability is used, a ghostly image of a
Caster Level: 5th; Prerequisites: Craft Magic Arms and shield bearing Uhanam’s symbol appears in front of
Armor, cure light wounds; Market Price: 11,900 gp; Cost to the bearer.
Create: 6,100 gp + 464 XP. Caster Level: 8th; Prerequisites: Craft Magic Arms and
Rapid Wrath: This +1 mighty cleaving shortspear dou- Armor, shield or shield of faith; Market Price: 20,308 gp;
bles the speed of a creature that carries it. It bears no Cost to Create: 10,308 gp + 800 XP.
unusual markings, but if left unattended, the wooden
end draws the symbol of Wyst in the dirt or dust if Potions
such is present. The following nonstandard potion is available in the
Caster Level: 8th; Prerequisites: Craft Magic Arms and Ghostwalk campaign. Substitute it for any result on
Armor, divine power, expeditious retreat; Market Price: Table 8–18: Potions in the DUNGEON MASTER’s Guide that
11,702 gp; Cost to Create: 6,002 gp + 456 XP. does not suit you.
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Oil of Animate Dead: When rubbed on a corpse or Ring of Manifesting: These plain iron rings are
skeletal remains of Medium-size or smaller, this oil sometimes carved with the shapes of ghostly people.
animates the corpse or skeletal remains, turning it into They are naturally ghost touch items. If one is put on by
a zombie or skeleton. The newly animated undead an incorporeal creature, it causes the creature to man-
creature recognizes the first creature it sees as its ifest fully as long as the ring is worn.
master and obeys simple commands, as noted in the Caster Level: 5th; Prerequisites: Forge Ring, forced man-
animate dead spell description. A character can use ifestation; Market Price: 10,000 gp.
multiple vials of this oil to create and control multiple
skeletons or zombies, but cannot control more than 10 Scrolls
HD worth of them at once. Following is a listing of sample scrolls and costs for

CHAPTER 1:
ALL ABOUT
Caster Level: 5th; Prerequisites: Brew Potion, animate spells in the Ghostwalk campaign.

GHOSTS
dead; Market Price: 1,550 gp; Cost to Create: 800 gp +
60 XP. Table 1–18: Arcane Spell Scrolls
Roll %:
01–85 Use Table 8–24: Arcane Spell Scrolls in the
Rings DUNGEON MASTER’s Guide.
These two magic rings are available in the Ghostwalk 86–100 Use the table below.
campaign. Substitute either of them for any result on
Table 8–19: Rings in the DUNGEON MASTER’s Guide that 1st-Level Arcane Spells
does not suit you. d% Spell Market Price
Bone Ring: These rings are carved from stone or 01–18 Bonerattle 25 gp
19–36 Create ectoplasm 25 gp
ivory as often as from bone, but are never made of 37–54 Pleasant visage 25 gp
metal. The wearer is immune to energy drain and to 55–72 Protection from possession 25 gp
ability drain (but not to ability damage). A bone ring 73–90 Summon undead I 25 gp
has 50 charges when made. Each level of energy drain 91–100 DM’s choice of any 1st-level arcane spell —
or point of ability drain prevented costs 1 charge. For
example, a successful slam attack from a vampire, 2nd-Level Arcane Spells
which normally bestows two negative levels, drains 2 d% Spell Market Price
01–10 Charm person or ghost 150 gp
charges from the ring. 11–20 Death armor 200 gp
Caster Level: 12th; Prerequisites: Forge Ring, negative 21–30 Disguise undead 150 gp
energy protection; Market Price: 36,000 gp. 31–40 Ethereal alarm 150 gp
This item first appeared in Magic of Faerûn. 41–50 Ghost touch armor 150 gp
51–60 Hail of ectoplasm 150 gp
61–70 Shroud of undeath 150 gp
71–80 Stone bones 150 gp
81–90 Summon undead II 150 gp
91–100 DM’s choice of any 2nd-level arcane spell —

3rd-Level Arcane Spells


d% Spell Market Price
01–09 Delay manifestation 375 gp
10–18 Ectoplasmic decay 375 gp
19–27 Ectoplasmic web 375 gp
28–36 Forced incorporeality 375 gp
37–45 Forced manifestation 375 gp
46–54 Ghost companion 375 gp
55–63 Persuade to manifest 375 gp
64–72 Summon undead III 375 gp
73–81 Undead torch 375 gp
82–90 Wall of ectoplasm 375 gp
91–100 DM’s choice of any 3rd-level arcane spell —

4th-Level Arcane Spells


d% Spell Market Price
01–15 Death lock 700 gp
16–30 Ghost bane weapon 700 gp
31–45 Ghost lock 700 gp
46–60 Hold person or ghost 700 gp
61–75 Iron bones 700 gp
Bone ring 76–90 Summon undead IV 700 gp
91–100 DM’s choice of any 4th-level arcane spell —

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5th-Level Arcane Spells 6th-Level Divine Spells


d% Spell Market Price d% Spell Market Price
01–45 Dispel possession 1,126 gp 01–45 Contingent spell lock 1,650 gp
46–90 Summon undead V 1,125 gp 46–90 Undeath to death 2,150 gp
91–100 DM’s choice of any 5th-level arcane spell — 91–100 DM’s choice of any 6th-level divine spell —

6th-Level Arcane Spells 8th-Level Divine Spells


d% Spell Market Price d% Spell Market Price
01–15 Anti-ectoplasm shell 1,650 gp 01–45 General of undeath 3,000 gp
16–30 Contingent spell lock 1,650 gp 46–90 Repose 3,000 gp
31–45 Dominate person or ghost 1,650 gp 91–100 DM’s choice of any 8th-level divine spell —
CHAPTER 1:

46–60 Repel ectoplasm 1,650 gp


ALL ABOUT

61–75 Sherem transformation 1,800 gp


GHOSTS

76–90 Undeath to death 2,150 gp Staffs


91–100 DM’s choice of any 6th-level arcane spell — Several staffs are particularly common to the Ghost-
walk campaign.
Table 1–19: Divine Spell Scrolls
Roll %: Table 1–20: Staffs
01–85 Use Table 8–25: Divine Spell Scrolls in the Roll %:
DUNGEON MASTER’s Guide. 01–85 Use Table 8–26: Staffs in the DUNGEON MASTER’s Guide.
86–100 Use the table below. 86–100 Use the table below.

1st-Level Divine Spells Medium Major Staff Market Price


d% Spell Market Price 01–33 01–14 Bonefriend 17,000 gp
01–15 Camouflage 25 gp 34–66 15–34 Ectoplasm 20,000 gp
16–30 Create ectoplasm 25 gp 67–86 35–67 Undead slaying 36,000 gp
31–45 Painless death 25 gp 87–100 68–100 Skulls 39,200 gp
46–60 Pleasant visage 25 gp
61–75 Protection from possession 25 gp
76–90 Spittle spray 25 gp Bonefriend:This staff is often found
91–100 DM’s choice of any 1st-level divine spell — in the hands of necromancers or other
folk allied with the undead. Because
2nd-Level Divine Spells this item is illegal in Manifest, most of
d% Spell Market Price
01–18 Black lungs 150 gp
them are unadorned and resemble
19–36 Delay manifestation 150 gp common quarterstaffs, although they
37–54 Ghost lock 150 gp always have a black metal skull on one
55–72 Ghost touch armor 150 gp end of the staff. The staff allows the use
73–90 Stone bones 150 gp of the following spell effects.
91–100 DM’s choice of any 2nd-level divine spell —
disguise undead (1 charge, DC 13)
3rd-Level Divine Spells
d% Spell Market Price
inflict light wounds (1 charge, DC 11)
01–13 Blessing of the snake mother 375 gp stone bones (1 charge, DC 13)
14–26 Death lock 375 gp summon undead II (2 charges)
27–39 Forced incorporeality 375 gp
40–52 Forced manifestation 375 gp Caster Level: 5th; Prerequisites: Craft
53–65 Ghost venom 375 gp Staff, disguise undead, inflict light
66–78 Glyph of turning 575 gp wounds, stone bones, summon undead
79–91 Hold person or ghost 375 gp
92–100 DM’s choice of any 3rd-level divine spell — II; Market Price: 17,000 gp.
Ectoplasm: This staff is made of
4th-Level Divine Spells light green wood and inlaid with
d% Spell Market Price resin in swirling patterns. It allows
01–13 Ghost bane weapon 700 gp the use of the following spell effects.
14–26 Iron bones 700 gp
27–39 Mass camouflage 700 gp
40–52 Proper state 700 gp
create ectoplasm (1 charge)
53–65 Raise ghost 1,200 gp ectoplasmic decay (2 charges, DC 14)
66–78 Undead bane weapon 700 gp ectoplasmic web (2 charges, DC 14)
79–90 Weapon of the deity 700 gp hail of ectoplasm (1 charge, DC 13)
91–100 DM’s choice of any 4th-level divine spell —
Caster Level: 6th; Prerequisites: Craft
5th-Level Divine Spells Staff, create ectoplasm, ectoplasmic decay,
d% Spell Market Price
01–90 Dispel possession 1,126 gp
ectoplasmic web, hail of ectoplasm;
91–100 DM’s choice of any 5th-level divine spell — Market Price: 20,000 gp. Staff of undead slaying
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Skulls: This staff is made of ebony and topped Minor Medium Major Wand Market Price
with an ivory skull, but is sometimes made of the — 64–67 36–39 Death lock 11,250 gp
— 68–70 40–42 Ectoplasmic decay 11,250 gp
thighbone of a giant and topped with a smooth-pol- — 71–73 43–45 Ectoplasmic web 11,250 gp
ished real skull. In Manifest, it is illegal to own one — 74–76 46–48 Forced incorporeality 11,250 gp
of these staffs. It allows the use of the following spell — 77–79 49–51 Forced manifestation 11,250 gp
effects. — 80–82 52–54 Ghost venom 11,250 gp
— 83–85 55–57 Hold person or ghost 11,250 gp
animate dead (1 charge) — 86–88 58–60 Persuade to manifest 11,250 gp
circle of doom (2 charges, DC 17) — 89–91 61–64 Summon undead III 11,250 gp
— 92–94 65–67 Undead torch 11,250 gp
cure light wounds (1 charge, DC 11)

CHAPTER 1:
— 95–97 68–70 Wall of ectoplasm 11,250 gp

ALL ABOUT
inflict light wounds (1 charge, DC 11) — 98–100 71–73 Glyph of turning 17,250 gp

GHOSTS
— — 74–76 Ghost bane weapon 21,000 gp
Caster Level: 9th; Prerequisites: Craft Staff, animate — — 77–79 Ghost lock 21,000 gp
dead, cure light wounds, circle of doom, inflict light wounds; — — 80–82 Iron bones 21,000 gp
Market Price: 39,200 gp; Cost to Create: 20,850 gp + — — 83–85 Mass camouflage 21,000 gp
1,468 XP. — — 86–88 Proper state 21,000 gp
— — 89–91 Summon undead IV 21,000 gp
This item first appeared in Magic of Faerûn. — — 92–94 Undead bane weapon 21,000 gp
Undead Slaying: This staff is shorter than most, — — 96–98 Weapon of the deity 21,000 gp
made of white wood, and adorned with silver bands. It — — 99–100 Raise ghost 36,000 gp
allows the use of the following spell effects:
Wondrous Items
bonerattle (1 charge, DC 11) Many wondrous items are brought to Manifest every
undead bane weapon (2 charges, DC 14) day by caravans, adventurers, and even ghosts.
undeath to death (2 charges, DC 19)
Table 1–22: Wondrous Items
Roll %:
Caster Level: 11th; Prerequisites: Craft Staff, bonerattle, 01–85 Use Tables 8–28 through 8–30: Wondrous Items in
undead bane weapon, undeath to death; Market Price: the DUNGEON MASTER’s Guide.
36,000 gp. 86–100 Use the tables below.

Wands Minor Wondrous Item Market Price


Following is a listing of sample wands and prices in the 01–08 Skullmarble 25 gp
Ghostwalk campaign. 09–12 Bloodsweets 50 gp
13–16 Living mask 400 gp
Table 1–21: Wands 17–22 Phaant’s luckstone 1,000 gp
Roll %: 23–28 Diamond eye circlet 2,000 gp
01–85 Use Table 8–27: Wands in the DUNGEON MASTER’s 29–34 Phasestone 2,000 gp
Guide. 35–40 Enemy spirit pouch 2,100 gp
86–100 Use the table below. 41–46 Chains of shield other 2,200 gp
47–52 Blood of Orcus 3,300 gp
Minor Medium Major Wand Market Price 53–58 Glove of the master strategist 3,600 gp
01–05 — — Detect ghost 375 gp 59–64 Mithral bells 3,700 gp
06–10 — — Disrupt ectoplasm 375 gp 65–70 Ioun stone (clear teardrop) 4,000 gp
11–15 — — Preserve ectoplasm 375 gp 71–76 Pouch of purest earth 4,000 gp
16–20 01–03 — Bonerattle 750 gp 77–82 Figurine of wondrous power (pearl octopus) 5,000 gp
21–25 04–06 — Camouflage 750 gp 83–88 Flesh of Orcus 6,000 gp
26–30 07–09 — Create ectoplasm 750 gp 89–94 Necklace of skulljewels 7,000 gp
31–35 10–12 — Painless death 750 gp 95–100 Driftwood amulet 7,400 gp
36–40 13–15 — Pleasant visage 750 gp
41–48 16–20 — Protection from possession 750 gp Medium Wondrous Items Market Price
49–54 21–26 — Summon undead I 750 gp 01–12 Wanderer’s boots 7,800 gp
55–60 27–29 01–03 Black lungs 4,500 gp 13–23 Chain of Tephaneron 9,000 gp
61–65 30–32 04–06 Charm person or ghost 4,500 gp 24–30 Figurine of wondrous power (bone ape) 10,000 gp
66–70 33–35 07–09 Delay manifestation 4,500 gp 31–37 Ghost prison 10,000 gp
71–75 36–38 10–12 Disguise undead 4,500 gp 38–44 White robe of the ghostwarden 10,000 gp
76–80 39–41 13–15 Ghost touch armor 4,500 gp 45–51 Cloak of blackflame 11,800 gp
81–85 42–44 16–18 Hail of ectoplasm 4,500 gp 52–58 Dracanite helm 12,000 gp
86–90 45–47 19–21 Shroud of undeath 4,500 gp 59–65 Figurine of wondrous power (jet serpent) 12,000 gp
91–95 48–50 22–24 Stone bones 4,500 gp 66–72 Lawkeeper’s lock 12,100 gp
96–100 51–55 25–27 Summon undead II 4,500 gp 73–79 Feather mask 14,500 gp
— 56–59 28–31 Death armor 6,000 gp 80–86 Nessek’s crown 20,000 gp
— 60–63 32–35 Blessing of the 11,250 gp 87–93 Durann’s vestment 22,000 gp
snake mother 94–100 Green tooth necklace 26,000 gp

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Blood of Orcus: This foul liquid looks like a mix- symbols and give them to allies. The power of the brac-
ture of blood, vomit, and the slimy residue of rotting ers may be activated once per day.
flesh. If it is mixed with a powdered black onyx gem Caster Level: 3rd; Prerequisites: Craft Wondrous Item,
worth at least 100 gp, a living creature that drinks this shield other; Market Price: 2,200 gp; Weight: 1/2 lb. each.
horrible brew must succeed on a Fortitude saving Ghost Prison: These simple foot-high glass cylin-
throw (DC 19) or die and rise as a ghoul 1 hour later. If ders are capped on both ends with brass and appear to
the powdered onyx is worth 200 gp, the creature that be filled with yellow mist. Created by yuan-ti, they are
drinks the mixture must save or die and rise as a ghast more deadly versions of the phasestone and can trap
or wight (equal chances). Normally, these items are ghosts within them. Any ghost who comes within 10
given to drugged or enchanted victims to quickly pro- feet of a ghost prison must make a Will saving throw
CHAPTER 1:
ALL ABOUT

duce undead minions, but some are given to volun- each round (DC 17) or be pulled entirely into the
GHOSTS

teers or worshipers of Orcus as a “reward” for their cylinder, to be trapped there until someone speaks
service. the ghost’s name (at which time he can attempt
Caster Level: 11th; Prerequisites: Craft Wondrous Item, another Will save—although no more than two can be
create undead; Market Price: 3,300 gp; Weight: —. attempted in a given day) or the ghost prison is
Bloodsweets: These red lozenges are about the size destroyed. A ghost prison containing ghosts sometimes
of a human thumbnail and resemble hard candies. has ghostly faces visible within the yellow mist. If the
Made from sugar and blood and corrupted with necro- ghost prison is destroyed, any ghosts within it are slain.
mancy, the item dissolves instantly and acts as an inflict The cylinders have hardness 1, 5 hit points, and a break
light wounds spell when swallowed. One can be swal- DC of 16. A ghost prison can hold up to five ghosts
lowed as a standard action, or up to three can be swal- (either at the same time or sequentially); after the fifth
lowed as a full-round action. Normally, these are used ghost is freed, the cylinder shatters and the item
by undead creatures to heal themselves when an evil becomes nonmagical.
cleric or a potion of inflict light wounds is unavailable. Caster Level: 9th; Prerequisites: Craft Wondrous Item,
Particularly cruel necromancers mix them in with magic jar; Market Price: 10,000 gp; Weight: 1/2 lb.
bags of normal candy and give them to children, who Cloak of Blackflame: This cloak resembles a tangle
usually die as a result. of thick, black cobwebs when not worn, but turns
Caster Level: 1st; Prerequisite: Brew Potion into a woven black cloak of coarse threads
or Craft Wondrous Item, inflict light when donned. It absorbs up to fourteen
wounds; Market Price: 50 gp; Weight: —. energy drain attacks (an attack that
Chain of Tephaneron: This series of would bestow two negative
battered iron links has small hooks on each levels counts as two at-
end and is normally wrapped around the tacks) before losing its mag-
handle of a weapon and clasped to itself. ical properties.
The chain allows the bearer to use magic Caster Level: 14th; Prereq-
weapon and keen edge each once per day uisites: Craft Wondrous
on the weapon to which it is at- Item, negative energy protec-
tached. The spell effects end if the tion; Market Price: 11,800 gp;
chain is removed from Weight: 1 lb.
the weapon. This item first appeared in
Caster Level: 5th; Prerequi- Magic of Faerûn.
sites: Craft Wondrous Item, Diamond Eye Circlet: When
keen edge or weapon of the deity, worn, this silver circlet’s diamond
magic weapon; Market Price: centerpiece rests on the forehead. The
9,000 gp; Weight: 1 lb. wearer may use detect undead at will.
Chains of Shield Other: This Caster Level: 5th; Prerequisites: Craft
item looks like a pair of slightly Wondrous Item, detect undead; Market
mismatched bracers, although they Price: 2,000 gp; Weight: —.
are not intended to be worn by the same Dracanite Helm: This bronze helm
person. If two people each wear a grants a +2 deflection bonus to AC and
bracer and a command word is spo- protects the wearer from all forms of
Dracanite helm
ken, the wearer of the larger bracer possession.
is protected by a shield other spell, with the wearer of Caster Level: 1st; Prerequisites: Craft Won-
the smaller bracer acting as the caster of the spell. Evil drous Item, protection from possession, shield of faith,
clerics decorate these bracers with symbols of mana- caster must be 6th level; Market Price: 12,000 gp; Weight:
cles and skulls and clap the smaller bracer on an 3 lb.
unwilling shackled victim, while good and neutral Driftwood Amulet: These items are typically made
clerics normally decorate them with more benign by the church of Soggelos. The amulet is an oddly
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shaped piece of water-worn wood studded with pearls Figurines of Wondrous Power: Several other
and coral on a leather cord. The wearer can speak and kinds of magic figurines can be found in this part of
understand Aquan, is protected by cold resistance 5, the world. They follow all the normal rules for magic
and may use a chill metal effect once per day. Some of figurines.
these items are crafted onto belts instead of amulets. Pearl Octopus: Created almost exclusively by the
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, church of Soggelos, this bluish pearl is carved to
chill metal, endure elements, creator must speak Aquan; resemble an octopus coiled into a sphere. When acti-
Market Price: 7,400 gp; Weight: 1 lb. vated, it turns into a blue Small octopus (although it
Durann’s Vestment: This fine vest of brown and can change colors in the manner of its kind). It can be
gold threads provides cold resistance 5 and allows the used up to three times per week, each use lasting no

CHAPTER 1:
ALL ABOUT
wearer to use a zone of truth effect once per day centered more than 4 hours.

GHOSTS
on herself. The wearer may also use cure critical wounds Caster Level: 11th; Prerequisites: Craft Wondrous Item,
once per day. The wearer of the vestment is magically animate objects; Market Price: 5,000 gp; Weight: —.
prevented from speaking anything but the truth. Bone Ape: This figurine is carved out of the thick end
Caster Level: 7th; Prerequi- of an animal’s thigh bone. When activated, it trans-
sites: Craft Wondrous forms into a black-
Item, cure critical furred ape with a
wounds, endure ele- white face. The
ments, zone of ape can be used
truth; Market once per week
Price: 22,000 gp; for up to 8
Weight: —. hours at a time.
Enemy Spirit Caster Level:
Pouch: This leather 11th; Prerequisites:
pouch is worn around Craft Wondrous Item,
the neck like a necklace Figurines of wondrous power
animate objects; Market Price: 10,000
and contains token items keyed to a type or gp; Weight: —.
subtype of creature that can be a ranger’s favored Jet Serpent: Carved from an unfaceted piece of jet,
enemy. (A pouch can also be keyed to ghosts or yuan- this figurine of a twining black snake transforms into
ti, as described in the Ranger section earlier in this a Medium-sized constrictor snake when activated. In
chapter.) A creature wearing an enemy spirit pouch gains addition to the standard abilities of the animal, the jet
a +1 competence bonus on attack rolls against crea- serpent has a +1 morale bonus on attack and damage
tures of that type. rolls against undead creatures. The snake may be used
A ranger whose favored enemy matches that of the twice per week for up to 8 hours at a time.
enemy spirit pouch is treated as five levels higher for pur- Caster Level: 11th; Prerequisites: Craft Wondrous Item,
poses of determining his damage and skill check animate objects; Market Price: 12,000 gp; Weight: —.
bonuses against that favored enemy (in effect, the Flesh of Orcus: Made from corrupted flesh and
pouch increases those bonuses by +1). soaked in the ichor of a vampire, this hunk of tainted
If a creature of the type keyed to a pouch wears that meat is usually attached to a bone (most often a
pouch, it gains one negative level. The negative level humanoid bone). If this meat is eaten in its entirety
remains as long as the pouch is worn and disappears by a living creature, that creature must succeed on a
when it is no longer carried. This negative level never Fortitude saving throw (DC 22) or die and rise as a
results in actual level loss, but it cannot be removed in vampire the next night. Humanoids gain the vampire
any way (including by a restoration spell) while the template, and creatures that are eligible gain the
pouch is worn. monstrous vampire template, but all other living
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, creatures simply die and do not rise as undead. As
detect animals or plants, creator must be a ranger whose with the blood of Orcus, this item is either forced upon
favored enemy matches that of the pouch; Market Price: prisoners or given as a gift to servants who wish to
2,100 gp; Weight: 1 lb. become undead.
This item first appeared in Magic of Faerûn. Caster Level: 11th; Prerequisites: Craft Wondrous Item,
Feather Mask: This item is a mask of raven feathers create undead; Market Price: 6,000 gp; Weight: 1 lb.
woven together. In addition to having all the proper- Glove of the Master Strategist: This black leather
ties of a ring of feather falling, the mask allows the glove is decorated with purple silk thread. It acts as a
wearer to summon a giant raven (treat as a giant eagle) glove of storing and allows the wearer to use a true strike
once per day as if using a summon nature’s ally IV spell. effect once per day.
Caster Level: 7th; Prerequisites: Craft Wondrous Item, Caster Level: 6th; Prerequisites: Craft Wondrous
feather fall, summon nature’s ally IV, creator must be not Item, shrink item, true strike; Market Price: 3,600 gp;
evil and not lawful; Market Price: 14,500 gp; Weight: —. Weight: —.
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Green Tooth Necklace: While the first item of its Mithral Bells: This item is a set of eleven small
kind may have actually been made from one of the teeth mithral bells on a bracelet-sized chain of mithral. The
of Saurivadartak the Green, there are easier methods of wearer can detach a bell and throw it up to 40 feet.
creating such an item. A six-inch tooth worn on a When it reaches the end of its trajectory, it explodes in
braided copper necklace, this item protects the wearer a sound burst effect. As long as there are at least three
from 15 points of acid damage per round (as a ring of bells remaining on the chain, it provides a +2 circum-
minor elemental resistance). It also allows the wearer to stance bonus on all Perform checks.
speak and understand Draconic, grants a +10 compe- Caster Level: 3rd; Prerequisites: Craft Wondrous
tence bonus on Diplomacy checks involving dragons, Item, sound burst, creator must be a bard; Market Price:
and gives a +3 resistance bonus on Will saving throws. 3,700 gp; Weight: —.
CHAPTER 1:
ALL ABOUT

Caster Level: 5th; Prerequisites: Craft Wondrous Item, This item first appeared in Magic of Faerûn.
GHOSTS

comprehend languages, protection from elements, resistance; Necklace of Skulljewels: Eight tiny skulls carved
Market Price: 26,000 gp; Weight: —. of precious stones hang from this black leather cord.
Ioun Stone (clear teardrop): This ioun stone As a standard action, the wearer can detach a skull
allows its owner to use detect undead at will. from the cord, name a kind of undead (see below), and
Caster Level: 12th; Prerequisites: Craft Wondrous Item, throw the skull up to 30 feet away, which causes the
detect undead, creator must be 12th level; Market Price: appropriate kind of undead to appear as if summoned
4,000 gp; Weight: —. with a summon undead III spell.
Lawkeeper’s Lock: This padlock of orange-tinted As per the spell, if weaker undead are named to be
metal is worn on a chain of similar material and bears summoned, more appear. The wearer can choose from
a key of shining steel. It counts as an amulet for the the following kinds and numbers of undead: 1d4+1
purpose of items using a limited space. When worn, it Medium skeletons, 1d4+1 Small zombies, 1d3
gives constant protection from chaos. The item also has Medium zombies, 1d3 Large skeletons, 1 Large
two powers, each of which works only once. If the key zombie, 1 ghoul, or 1 Huge skeleton.
is inserted into the lock and turned clockwise, the Caster Level: 5th; Prerequisites: Craft Wondrous Item,
item unleashes order’s wrath upon an area chosen by the summon undead III; Market Price: 7,000 gp; Weight: —.
wearer. If the key is turned counter- Nessek’s Crown: This small
clockwise, it summons crown of red gold is often
either a hound decorated with
archon (if the gems and
wearer is neu- shaped to
tral or good) or look like
an achaierai licking
(if the wearer flames. In
is evil) with a addition to
Necklace of skulljewels
summon mon- acting as a ring
ster V effect. Even after of minor elemental
these powers are spent, the resistance, once per
item still provides protection from chaos. day it can shoot
Caster Level: 9th; Prerequisites: Craft Wondrous Item, forth a blast of flame equivalent to a burning hands
order’s wrath, protection from chaos, summon monster V, spell. A crown counts as a headband for the purpose of
creator must be neither good nor evil; Market Price: what space a magic item uses.
12,100 gp; Weight: —. Caster Level: 5th; Prerequisites: Craft Wondrous Item,
Living Mask: This one-use magic item functions as burning hands, protection from elements; Market Price:
soon as a wearer puts it on, and stops as soon as it is 20,000 gp; Weight: —.
taken off, becoming powerless. It works only when Phaant’s Luckstone: These faceted, translucent,
worn by an undead creature. Each mask provides an flawed gray gemstones are usually found in lots of two
illusion that the wearer is alive, albeit a living person to five. When worn or carried by a creature, a Phaant’s
wearing a theater mask and clad in fine clothing. The luckstone allows the bearer to reroll one roll she has just
undead appear alive not only to the senses, but also to made, as if using the granted power of the Luck
spells such as detect undead and deathwatch. These items domain. Once this reroll is made, the luckstone turns
allow people with undead minions to walk about the to worthless black powder.
city if need be. Caster Level: 5th; Prerequisites: Craft Wondrous Item,
If these items were known to exist, the government divine favor, creator must have the Luck domain; Market
of Manifest would declare them illegal. Price: 1,000 gp; Weight: —.
Caster Level: 3rd; Prerequisites: Craft Wondrous Item, Phasestone: This item can trap any ghost it touches,
change self or disguise undead, misdirection; Market Price: absorbing all ectoplasm into it, and storing the ghost
400 gp; Weight: 1 lb. for up to 48 hours. An unwilling ghost is allowed a
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Will save (DC 20) to resist the attempt. The stone can square or within 5 feet of it take 1 point of splash
be used only once, but it is not considered used until damage.
it has successfully stored a ghost. The possessor can Caster Level: 1st; Prerequisites: Craft Wondrous Item,
“discharge” the ghost early if desired. disrupt undead; Market Price: 25 gp; Weight: —.
Caster Level: 15th; Prerequisites: Craft Wondrous Item, Wanderer’s Boots: These sturdy leather boots
disrupt ectoplasm, trap the soul; Market Price: 2,000 gp; have thick soles and are incredibly comfortable. The
Weight: 1 lb. wearer gains a +3 resistance bonus on all Fortitude
Pouch of Purest Earth: Created by Galae- saves and may move as if under the effect of an expe-
dran druids, this pouch is made of softened ditious retreat spell once per day.
tree bark and laced shut with carefully pre- Caster Level: 9th; Prerequisites: Craft Wondrous

CHAPTER 1:
ALL ABOUT
served vines. Inside are five handfuls of Item, expeditious retreat, resistance; Market Price:

GHOSTS
rich mulch consisting of dark soil and 7,800 gp; Weight: 1 lb.
decomposed vegetable matter. Each White Robe of the Ghostwarden: This
handful of mulch can be used to pro- long white robe is decorated with holy
duce one of the following effects. runes in gold thread. In addition to func-
tioning as a cloak of resistance +1, it allows
antiplant shell the wearer to use prayer once per day.
entangle (DC 11) While worn by a ghost, it automatically
plant growth shifts its appearance to “normal,” regard-
less of the manner of the ghost’s death.
Once all the mulch has been used, Caster Level: 5th; Prerequisites: Craft
the item loses all power. Wondrous Item, change self or pleasant
Caster Level: 9th; Prerequisites: visage, prayer, resistance; Market Price:
Craft Wondrous Item, antiplant 10,000 gp; Weight: 1 lb.
shell, entangle, plant growth; Market
Price: 4,000 gp; Weight: 1 lb. Minor Artifacts
Skullmarble: This item is A pair of artifacts are well known
made of a bleached mouse skull in the Ghostwalk campaign.
encased in a sphere of clear resin. The Seven Crowns: Each of
When touched to an undead crea- these seven gold crowns is deco-
ture (requiring a melee touch rated with silver and gems. Only a
attack), it disappears in a shock- few of their properties are known,
wave of positive energy, dealing 1d6 and one has been stolen and its loca-
points of damage to the undead. It tion remains unknown. All seven
can also be thrown at an undead crea- crowns serve as a belt of giant strength
ture (as a ranged touch attack, range +4, an amulet of health +4, a ring of
increment 10 feet) with the same minor elemental resistance (fire), a ring
effect. No weapon proficiency is of protection +5, and a major circlet of
needed to use the item. Up to three blasting. Each is reputed to have its
can be thrown as part of a single own individual powers as well,
attack, each requiring a separate attack varying from the ability to launch bolts
roll. Alternatively, a skullmarble can be of fire, to protecting everyone near it
used like a bullet with a sling, from energy drain attacks, to empowering
although it is still considered a ranged turning automatically.
touch attack, and it deals only positive Caster Level: 17th; Weight: 3 lb.
energy damage, not a bullet’s normal White Robe of the Ghostwarden Starfire: This +5 holy keen mighty cleaving
damage (the advantage is a longer range defending adamantine longsword is of elven
increment). If used against a target that is not undead, make. Forged from adamantine taken from a burning
it still disappears, but has no effect. meteorite that struck deep in the heart of the forest of
A character with at least 1 rank in the Alchemy Sura-Khiri, it is carried by the king or queen of the
skill knows how to grind a skullmarble into a sandy elves as a sign of the monarch’s honor and truth, as well
powder. This powder can be thrown as a grenadelike as a compact that no elf in that nation would raise a
weapon up to 5 feet. Up to three marbles’ worth of sword against another. Its wielder can invoke daylight
powder can be thrown as an attack, dealing 1d6 at will upon the blade, and whenever it strikes an
points of damage per skullmarble to the targeted object or creature, it makes a pure, clear note of such
undead and 1 point of splash damage to any undead beauty that the target must save or be affected as if by
within 5 feet of the targeted undead. If used to a daze spell.
target a square instead of a creature, undead in that Caster level: 17th; Weight: 4 lb.
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ou’ve got your characters—some living and some


dead—and you’re ready to go. But go where?
To Manifest, of course!
The city of Manifest is the heart of every Ghostwalk
campaign. Poised above the entrance to the land of the
dead, this is the place where every soul comes when it
has shaken off its mortal body. Adventures may lead
your characters to the far corners of the campaign
world, but in the end they will always come back to
Manifest . . . one way or another.

THE HISTORY OF MANIFEST


In the early days, when the mists of creation still rose from the
brand-new world, an elf named Thaerana swore never to leave
the side of her brother Thaedon. The two fought against the
dark forces that plagued the freshly born world, until Thaedon
fell to the horrific blows of a demon’s sword. Thaerana took her
oath seriously and, with the help of spells of her own devising,
traced Thaedon’s spirit to a narrow stretch of the Hikirian
peninsula, and to a peculiar grove of trees.
Thaerana managed to follow the trail to one tree in particular—
one tall and strong, teeming with life force. Her brother was here,
there could be no doubt. Thaerana knew she had found the realm
of the afterlife.
Many years later, the elves—who now dedicated themselves
to tending and protecting the slowly spreading grove of “spirit
trees”—found a small cave. They sent in a team of explorers
who found a winding series of tunnels leading downward, ever
downward. Moreover, the tunnels appeared to be haunted.
The woods above were home to the ghosts of many elves, so
in the tunnels, the explorers expected to see more of the elf spir-
its, perhaps those whose deaths were so violent or shameful
that they shunned the company of their brothers and sisters.
The elf explorers were shocked to instead find the ghosts of
humans, halflings, gnomes, and dwarves roaming the caverns
in great number—with not an elf spirit among them.
An even greater surprise lay ahead.
Just when the elves were ready to turn back and report on
the strangely haunted caves, they heard odd noises coming
from deeper in the earth. Bravely, they followed the sounds
down to where it seemed the tunnel system stopped at a huge
gate of stone and iron. The gate was guarded by dwarves in
gleaming armor—living dwarves.
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These were the Deathwarden dwarves, and they were as DURGERTH THE CONQUEROR
coolly aloof then as they are today. They spoke only a little From the south, the hordes of Durgerth the Conqueror
to the elf explorers. While they would say nothing about swept over the kingdoms and baronies around Mani-
how long their clan had been there, the dwarves did explain fest like a bloody plague. When they reached the Spirit
that they stood before the “Veil of Souls”—the gate to the Wood, they did not stop but went screaming onward.
land of the dead—and they were its guardians. Only the The barbarians finally revealed their true motive: They
departed could pass through the gate, they said, and they did not want to plunder the kingdoms around Mani-
would do whatever it took to protect them and aid them on fest—they wanted to conquer death itself. Durgerth
their journey. believed that if he controlled Manifest he would never
When the elves returned to the surface, word spread die. In fact, he believed that Aluvan was actually in the

CHAPTER 2:
THE CITY OF
quickly. The realm of the afterlife had been found! fabled Grand Portal and that even the god could be

MANIFEST
The world would never be the same again. conquered and subjugated to his will. When the bar-
barian warlord found that he was wrong, he sacked the
In its earliest incarnation, Manifest was nothing more city, burning it to the ground. The Deathwardens were
than a camp around the entrance to the dwarves’ forced to retreat far underground. The elves and half-
cave—a ramshackle collection of tents pitched by elves who guarded the Spirit Wood were slaughtered.
clerics, pilgrims, and those who had brought their Even the spirit trees—homes to the souls of thousands
dead to the Deathwardens. The travelers worked with of deceased elves—were hacked and burned.
the elves and half-elves to clear an area within the It is said that Aluvan wept that day.
Spirit Wood, under the watchful eye of the elves, who It took the area over a century to recover from the
ensured no spirit trees were cut (although some destruction wrought by Durgerth. It took even longer
moved of their own volition). As time passed, the camp for people to resume their pilgrimages to the Spirit
grew in this miraculous clearing. The tents became Wood and the site of Manifest. Those who did were
permanent structures as more and more travelers surprised to find that the wood seemed to have recov-
decided to make a home in the blessed place. They ered and, although all traces of the old city lay buried
opened hostels and inns to serve new travelers who beneath a gently sloping hill, the Grand Portal still
arrived daily. Merchants established shops, and thieves stood where it always had. A handful of Deathwarden
came soon after to prey upon the lot of them. dwarves had raised and maintained it with the aid of
The magical powers inherent in the area—the Man- ghosts who were not yet ready to pass into the land
ifest Ward, as it is known today—became more and beyond the Veil of Souls.
more evident in these early days. Although the ward The process of escorting the dead to the Grand
had always existed, only with the arrival of people did Portal began again. And, as before, the city began to
ghosts begin to realize they did not have to go to the grow around the tower. Now, however, the city was
land of the dead immediately. In the burgeoning town, technically in the domain of Salkiria, and King Illus-
they could remain among the living. With practice, tram began demanding tolls for caravans of the dead to
they learned to interact with others and with the phys- pass through his kingdom on their way to Manifest.
ical objects in Manifest. To a degree, they could carry This policy caused a great deal of discontent and ill will
on their lives. (But eventually the Calling would come, throughout the other realms, which were building
as it does today. They would say their goodbyes and themselves back up from the ashes Durgerth left
travel beyond.) behind. Illustram’s soldiers learned the folly of work-
It was a freewheeling time. Manifest, the name by ing at cross-purposes with those who had powerful
which the town soon became known, was too far from allies—the ghosts of Manifest.
civilized lands for any of the many kings and barons to Although they were no longer corporeal when out-
realistically lay claim to it. A cleric named Thadeus, a side the city, ghosts would frequently organize in
follower of Aluvan, found himself thrust into a posi- Manifest and then leave to help defend incoming car-
tion of leadership in the growing community. avans—often caravans transporting their own dead
Thadeus worked with the Deathwarden dwarves to bodies. The ghosts used their abilities to help sneak
erect the Grand Portal, a massive temple-tower that caravans through Illustram’s lands without being seen.
stands atop the entrance to the paths to the land of the The process of sneaking caravans through Salkiria be-
dead. The Grand Portal became the central focus of the came known as the Ghostwalk.
town, and thus all the streets radiated from it like Years later, after the War of Turrin River, Salkiria was
spokes. sacked. Manifest was declared a free state. All the sur-
For more than two hundred years, things proceeded rounding realms signed a joint agreement, based on
along peacefully. Manifest grew into a small city of ten what they decreed was the will of the gods. This agree-
thousand inhabitants. ment, the Manifest Accord, remains in effect today.
Then, war came to the Hikirian peninsula. But Manifest’s troubles were not yet over.

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CHAPTER 2:
THE CITY OF
MANIFEST

TB
THE EATER OF THE DEAD city still lying in tattered ruins—but Manifest was not
Far to the west, a powerful new cult was expanding its completely abandoned. Although the woods had
sphere of influence. The followers of Dracanish, the grown up around and through the town, ghosts still
Eater of the Dead, grew as great in number as they did walked the streets. Below the streets, the Deathwarden
in fanaticism. Following the will of their master, they dwarves continued their ages-long duty of guarding
infiltrated Manifest and began to cause trouble—riots, the Veil of Souls.
destruction, murders—and they had their own ghost Manifest was still active—after a fashion. There
allies as well. This disruption grew into actual conflict, were still plenty of souls who were not ready to give up
with the followers of Aluvan—the traditional leaders their lives and move on to the land of the dead or who
of the city—fighting against the cultists of Dracanish felt the need to stay in this world for some greater pur-
in what came to be known as the Dead War. Creatures pose. These spirits carried on their semblances of life
from other planes were summoned for a huge, final even without actual living neighbors to keep Manifest
battle that killed thousands and laid waste to much of vibrant. Of course, without the need for real food and
the city. Although both gods of the dead found their shelter, the ghosts had left the city pretty much the
realms much more populated when all the dust settled, way it was when the living residents had fled. Damage
neither side could truly be said to have won. from the Dead War still scarred the buildings, and the
A few hardy souls (both living and ghostly) tried to Spirit Wood had reclaimed much of the land, but the
rebuild Manifest. But as word spread about the titanic city of Manifest still stood.
battle, and its lack of any real resolution, fewer and fewer A pilgrim named Pahrash made it her life’s goal to
people were willing to make the journey. Rumors spread see Manifest restored to its former glory. She success-
that the only ghosts one would find there now were fully petitioned the elves to entreat the woods to
vengeful, angry spirits. Slowly, over the course of a few recede, leaving a clearing for the city once again.
years, the living once again abandoned Manifest. Pahrash and a new religious order called the Yisa-
It took nearly three hundred years for living people komas supported and sponsored the rebuilding of
to return to the area. When they did, they found the Manifest. Much of the city was too deep in the grip of
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decay, so they set to work constructing a new city atop The terrible battle that followed is known as the
the ruins of the old. Liche War. Unimaginable destruction reigned as
The Yisa-komas were a group of people who revered Xaphan’s necromancers raised the fallen troops of the
both Aluvan and Dracanish. They dedicated them- living and used them to replenish the ranks of Xaphan’s
selves to safeguarding the ghosts of Manifest and the undead army.
pilgrims who brought bodies to the Deathwarden The end of the war came when the Khardon Court
dwarves for passage to the realm of the dead. mustered a horde of ghost warriors to join the ranks of
In the intervening years, the ghosts of Manifest cre- the living and fight against the undead. At the same
ated an organization and social structure of their own. time, the Piran Sedestadel performed a ritual known as
Now that the living had returned to the city, the the Rite of the Seven Crowns. They gave each of the

CHAPTER 2:
THE CITY OF
ghosts’ ruling authority, the Khardon Court, became a defending generals a crown that imbued him with

MANIFEST
governing body that functioned in conjunction with incredible physical might. Xaphan was destroyed by
the one being set up by the Yisa-komas. This allowed the seven generals, and his undead army—led by the
the ghosts not only to police themselves, but also to avatar’s vampire lieutenants—fled back to their island
have a venue from which to fight for proper treatment (which they have since renamed in honor of their
from the droves of living beings once again filling the fallen leader).
streets of Manifest. Peace returned to the Hikirian Peninsula, and the
Wizards and sorcerers from the land of Tereppek Seven Crowns became some of the most treasured arti-
were among those who came to the city. Many of them facts in the region (at least one has been stolen and is
gathered together and formed a society called the now at large). Since the Liche War, Manifest has occa-
Piran Sedestadel (also known as the Spirit Guides). sionally been troubled by necromancers and undead
These spellcasters were interested in a specialized from Xaphan, but never in great numbers.
form of necromancy they called ectomancy. With their
new magic—designed to be more sensitive to (and A WAR AVERTED
effective on) ghostly souls—the Piran Sedestadel grew Only thirty years ago, the yuan-ti of Sura-Khiri
in power very quickly. planned an invasion against Manifest. The yuan-ti had
As it had twice before, Manifest prospered. It was always jealously despised Manifest (for their own souls
rebuilt over a span of two dozen years, and the popula- could not appear outside the land of the dead). They
tion soared again. Although a plague of demon fever wanted to destroy the city and all its ghosts—and
dealt the whole region a terrible blow, forty years of while most people knew the yuan-ti felt that way, no
prosperity afterward was able to erase most of its dire one expected an actual invasion. Most people, when
consequences. they heard about the yuan-ti army, dismissed it as a
wild rumor. The yuan-ti, meanwhile, bent solely on
THE LICHE WAR attacking Manifest, avoided all other settlements—
The island of Inuitea was a prosperous place, peopled particularly the various fortresses and military
by human fisherfolk and merchants. Then came the encampments that stood in their path. Thus, their
Day of Xaphan. army of purebloods, halfbloods, and abominations,
On this fateful day, as prophesied by the small and accompanied by terrible serpents and other mon-
seemingly insignificant cult of Neistra’demos, the Lord strosities, marched across Tereppek and most of
of the Upturned Grave, Xaphan, appeared. Xaphan was Salkiria unchallenged.
the living avatar of Neistra’demos and brought with Unchallenged, that is, until the hermit sorcerer Ash-
him destruction and chaos. Xaphan revealed Neis- tagra saw them coming toward her tower west of the
tra’demos’s true identity—the demon prince Orcus.
The population of Inuitea was slaughtered, first in ter- pqs
rible battles against Xaphan’s armies of cultists (sup- TIMELINE
ported by demons and undead creatures) and 1,000 years ago Manifest is established
then—when the fighting was over—systematically 930 years ago Durgerth invades
like cattle so they could be raised as undead servants. 750 years ago Manifest is rebuilt
Transforming Inuitea’s fleet of merchant and fishing 720 years ago Manifest Accord is formed
vessels into macabre ships of war (brimming with 600 years ago The Dead War
skeletons, zombies, and much worse), the forces of 300 years ago People return to Manifest, Khardon
Xaphan reached the mainland and swept over the Court formed
Hikirian Peninsula. Fortunately, the clerics of both 290 years ago Yisa-komas and Piran Sedestadel
Aluvan and Dracanish foresaw the coming of this formed
undead horde and rallied support from Salkiria, 280 years ago The demon fever plague
100 years ago The Day of Xaphan and the Liche War
Tereppek, and the other nearby kingdoms. Xaphan’s 30 years ago The yuan-ti are defeated
forces were met by legions from those kingdoms along
pqs
with the sorcerous might of the Piran Sedestadel.
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Spirit Wood. Ashtagra called multiple meteor swarms


down upon the heart of the yuan-ti host. She slew hun- GODS OF MANIFEST
dreds and scattered the rest. Before they could The deities of the Ghostwalk campaign tend to have an
regroup, the King of Salkiria put a huge bounty on the active and focused interest in the activities in this
heads of the snake people; mercenaries and adventur- region of the world in general, and the city of Manifest
ers throughout the region scoured the area. Even Gen- specifically. They channel their power through clerics,
eral Chorubar Tosh, one of the Seven Generals of the druids, and rangers, and sometimes inspire laypeople
Liche War, joined in the yuan-ti hunt. with visions and omens. Unlike in other campaigns,
Thus, the actions of individuals and independent these deities rarely come into direct conflict, instead
small groups of adventurers and mercenaries (some choosing to weaken their opponents by undermining
CHAPTER 2:
THE CITY OF

quite powerful), prevented an entire war. The people of or converting worshipers of enemy faiths. Because all
MANIFEST

the region remember this, and to this day, they look divine spellcasters in the Ghostwalk campaign must wor-
upon adventurers with goodwill. Nowhere is this truer ship a deity, the influence of the deities is almost certain
than in Manifest. to be a factor in every group of player characters.

TODAY DEITY FORMAT


Manifest prospers, and the regions around the city— Each deity description follows the same format, as dis-
although not entirely without their problems—have cussed below.
enjoyed relative peace for almost three decades.
Xaphan and the yuan-ti both continue to be of con- Deity Name (Level of Power)
cern, but nothing indicates another impending inva- Each deity’s entry begins with the deity’s most
sion from either front. common name. Following the name is the deity’s level
of power. These rankings do not affect the abilities of
clerics, the power of the spells the clerics cast, or most
MAGIC IN MANIFEST anything in the mortal world. They represent relative
With a population including a higher than average levels of power among deities only. In descending
number of adventurers, ghosts with supernatural order, the levels of power are greater deity, intermedi-
powers, and members of the Piran Sedestadel, Mani- ate deity, lesser deity, and demigod.
fest is a city where magic is commonplace. Those with
the money can purchase potions, scrolls, and even Common Titles
more permanent items at shops throughout the city. At Following the name and power level are one or more
any of a number of temples, clerics can be hired to cast of the common titles by which the deity is known to
spells. Similarly, the Piran Sedestadel can be contacted its faithful. Among the deity’s worshipers, these names
at an office on Phantom Hill regarding spells for hire. and titles are all synonymous. This is by no means a
Spells that animate the dead or create undead are comprehensive listing.
illegal in Manifest, and casting one is a major crime.
Otherwise, the law calls for judging the effects of Symbol
spells rather than the spells themselves. For example, The deity’s symbol is the preferred symbol used by its
destruction of property by smashing it with a hammer faithful to represent the deity. The symbol is also the
or blowing it up with a fireball are the same crime in form of the holy symbol used by clerics of the deity,
the eyes of Manifest law. Spells that involve enchant- and may be as ornate or simple as the cleric can afford
ing another creature to influence its actions are or the religion requires.
frowned upon but not illegal.
The magistrates of Manifest often hire Piran Sede- Alignment
stadel mages to use detect thoughts or other spells to The deity’s alignment is the most common alignment
help determine their verdicts. The City Watch uses evidenced by the deity. Just as evil deities can act be-
wizards to help defend the city and capture offenders. nignly to advance their causes, good deities sometimes
need to be cruel to save something of importance, so a
RAISING THE DEAD deity’s alignment is just a guideline. However, all
Because of the proximity of the Veil of Souls, anyone divine spellcasters still use the deity’s alignment for
brought back to life in Manifest via raise dead, resurrec- determining their own alignments (using the “one
tion, or true resurrection does not lose a level or a Con- step” rule mentioned under Alignment in the Cleric
stitution point as described in the Player’s Handbook. description in Chapter 3 of the Player’s Handbook). Wor-
People from all over the region come to Manifest when shipers who are not divine spellcasters may be of any
they have need of these spells. Many religions have alignment, although a good person worshiping an evil
established temples in the city (mostly on Phantom deity is very rare (except when the worship is to pla-
Hill) just so they can get some of the revenue gener- cate an evil deity, such as making a donation to
ated by the frequent requests for raise dead spells. Phaant’s church to stave off bad luck).
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Table 2–1: Deities


Name (Power) Alignment Domains Favored Weapon Symbol Portfolio
Aluvan (L) NG Ghost, Good, Short sword Horizontal gold hand Death, guarding and
Protection, Repose on a white circle protecting souls, ghosts
Chaniud (I) LN Healing, Knowledge, Longsword Three horizontal lines Laws, order, structure
Law below an open circle
Dracanish (L) LN Law, Protection, Scimitar Profile of a bronze-skinned Death, endings, finality
Repose man on a black circle
Durann (L) LG Good, Healing, Warhammer Shining horizontal Truth, righteousness,
Law hammer honor
Eanius (G) NG Air, Good, Healing Quarterstaff Eye on a bird’s wing Growth, life, animals

CHAPTER 2:
Galaedros (G) N Animal, Earth, Quarterstaff A tree with sad Nature, wood

THE CITY OF
MANIFEST
Plant human eyes
Khostren (D) NE Destruction, Evil, Spiked gauntlet A black fly Plague, stench, vermin
Trickery
Nessek (I) N Destruction, Fire, Dagger A crown of flame Fire, sorcerers, magic
Magic
Orcus (L) CE Chaos, Death, Mace Mace with a skull Necromancy, torture, pain,
Evil, Undeath as the head undeath
Phaant (L) LE Evil, Law, Luck Greataxe Three overlapping Bad luck, inevitability,
diamonds oppression
Soggelos (L) CG Chaos, Good, Trident A blue octopus Creativity, water
Water
Tephaneron (I) CN Chaos, Luck, Battleaxe A battleaxe with four Battle, success, athletes,
Strength, War triangles on the blade warriors
Uhanam (I) LN Knowledge, Law, Light flail A woodcarving knife Skill, planning, magic
Magic on a scroll
Wyst (L) CG Chaos, Good, Halfspear A compass rose with Travelers, roads
Travel, Protection a bootprint at the center

Portfolio The third paragraph gives the time of day a deity’s


The deity’s portfolio includes the topics, objects, ideas, divine spellcasters pray for spells. If more than one time
or emotions over which the deity has dominion. of prayer for spells is listed, the character chooses one of
those times and uses it thereafter. This section also men-
Domains tions well-known holy days of the faith, which the char-
The listed domains are those granted by the deity to acter is expected to observe in order to remain in good
clerics, reflecting the deity’s alignment and portfolio. standing with the church and deity. Finally, the most
As with the deities listed in the Player’s Handbook, a common multiclass options for divine spellcasters of
cleric chooses two domains from the deity’s list and the faith are given. The character is not obligated to mul-
acquires the granted powers of those two domains. ticlass, is not restricted to the given classes, and is not
penalized for not multiclassing or for choosing classes
Favored Weapon other than those given (unless specifically prohibited
The deity’s favored weapon is a representation of an by the deity’s ethos, such as a cleric of a deity of life
actual weapon the deity is said to carry. wishing to multiclass as a necromancer). Some deities
Spells such as spiritual weapon enable an ordinary allow their divine spellcasters to multiclass freely as
weapon to take the form of a favored weapon, but use monks or paladins, meaning the character can continue
the threat range and critical multiplier of the type of to gain levels as a monk or paladin even after adding
weapon given in the deity entry (and in Table 2–1: new cleric levels. (For example, a cleric of this type
Deities). Most divine spellcasters use their deity’s could add a level of paladin, add another level of cleric,
favored weapon as a point of pride, though they are not and still continue to add paladin levels later, ignoring
required to. A druid is always allowed to use her deity’s the restriction described under Ex-Paladins in the pal-
favored weapon without violating her spiritual oaths, adin description in Chapter 3 of the Player’s Handbook.)
although she may not necessarily be proficient with it. History/Relationships: This paragraph gives im-
portant notes on the deity’s history, including his or her
Deity Description origin or the reason for current enmities. The deity’s
The first paragraph of the deity’s description gives the relationships indicate allies and enemies among the
deity’s attitude, temperament, and general nature. ranks of the divine, as well as whom the deity reports to
The second paragraph describes the deity’s church. (if anyone).
This overview explains whether the church is organ- Dogma: The last section gives the dogma of the
ized or casual, hierarchical or independent, promi- deity—tenets of the religion that all divine spellcast-
nent or secretive. The common duties of the clerics ers must hold dear. This section is written as if it were
and members of the church are also given here. an excerpt from a holy text of that deity.
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ALUVAN (LESSER DEITY) History/Relationships: Aluvan is an old but


Warder of Death’s Children, Keeper of the Eternal minor deity, with a strong following in Manifest but
Path, Watcher of the Dead mostly only token worship elsewhere. He is not
Alignment: Neutral good believed to be related to any of the other deities. He
Domains: Ghost, Good, Protection, Repose opposes Orcus and directs his followers to destroy the
Favored Weapon: Short sword Demon Prince’s followers and all physical undead at
Symbol: Horizontal gold hand on a white circle every opportunity. Aluvan’s followers have battled Dra-
Portfolio: Death, guarding and protecting souls, ghosts canish’s in the past, but he himself holds no ill will
toward the Eater of the Dead—although he does con-
Quiet and gently benevolent, Aluvan protects the sider the younger deity’s teachings to be needlessly
CHAPTER 2:
THE CITY OF

souls of the dead along their journey to restrictive and in some ways a little disturbing (a
MANIFEST

the afterlife. Usually depicted as a sentiment echoed by Aluvan’s worshipers).


white-haired old man with golden He has little interest in the other deities and
skin and a white robe, Aluvan is takes pains to avoid coming into conflict
raised to ire only when the dead are with them.
harmed or their remains are corrupted into Dogma: Watch over ghosts and the dead
undead. His only goals are the protection as you would your own children, for they
of the dead and the destruction of undead are the children of Aluvan. Do not fear death,
abominations. He is especially protective of for Aluvan’s hand will shelter you in your jour-
dead children and people who have been kind to ney. Guard the way for ghosts to pass into the True
others during their lives. Afterlife; neither hinder their journey nor accelerate
Aluvan’s church exists primarily in Manifest, cen- it, but leave the Eternal Path clear for their travels.
tered in the Temple to Aluvan in the Portal Ward of Fight the worshipers of the Demon Prince and his cre-
the city. It is a loosely organized church with a casual ations without mercy or quarter.
God symbols by D. Cramer

hierarchy of living and ghost clerics. The church


plays a major role in the Ghost- CHANIUD (INTERMEDIATE DEITY)
walk, and teams of Aluvani cler- The Lawkeeper
ics travel with the dead caravans Alignment: Lawful neutral
to ensure safe travel for the Domains: Healing, Knowledge, Law
remains of those who have Favored Weapon: Longsword
passed on. The church keeps Symbol: Three horizontal lines below an open circle
watch in the city for new Portfolio: Laws, order, structure
ghosts, in order to teach
them about their exis- Dispassionate and analytical, Chaniud tries to see all
tence as spirits and pre- aspects of a situation before
pare them for the True making a decision to act. Once
Afterlife. he has made an informed
Aluvan’s clerics pray for decision, though, he stands by
spells at dawn or at noon. it. He is usually depicted as a
They wear gold and white. tall, gaunt man with stern
Some of the more militant eyes, and with orange writing
clerics multiclass as fight- in the air all around him. He
ers. The church has only represents the necessity for
two holy days. The first is a laws, the need to punish those
ceremony on the longest who break them, and the ben-
day of the year called the efits of a lawful society. He
Chant of Memory, where dislikes chaotic beings and
the souls of all who have has been known to personally
passed on are honored. The hunt powerful demons.
other ceremony, called the Chaniud’s church is very popular in Tereppek, but
Lament, is held in winter has a presence in almost every civilized place. The
on a day chosen by the church has a rigid hierarchy based on a complex
high priest of the church system evaluating power, service to the temple, and
and marks the slaughter knowledge of church doctrine and local laws. Each
and razing of city temple reports to the largest temple in the coun-
Manifest by try, and all temples are considered under the hand of
Durgerth the Reldek, the great temple in Tereppek. Clerics of Cha-
MD Conqueror. niud act as magistrates, teachers, judges, police, and
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lawyers. In Manifest, clerics of Chaniud keep records depicted as a strong man with bronze skin and a black
of ghosts and make sure that members of the City aura around his head.
Watch are acting in accordance with the laws. Dracanish’s church is very small outside Manifest
Chaniud’s clerics pray for spells at noon. The first of and is considered to be a powerless cult by most folk in
each month is a holy day for the faith, representing a the rest of the world. The center of the religion is in
time of beginning when orderly resolutions can be Manifest, and all members of the clergy are treated as
made. The church also has numerous lesser holy days close family members, with seniority determined by
commemorating the creation or enactment of impor- length of time in the church and the number of funer-
tant laws in the church, city, or country, with the als witnessed. The church sees the Eater of the Dead as
names of the laws added to the morning’s prayers. the patron of the Ghostwalk, since souls and

CHAPTER 2:
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Chaniudan clerics sometimes multiclass as bodies are reunited in the land of the dead.

MANIFEST
experts or loremasters. His clerics never Because of their belief in the finality of
rebuke or command undead. They favor things, most clerics do not take well to the
the colors silver and blue. presence of ghosts (although, as “those
History/Relationships: Chaniud is a about to be devoured,” ghosts deserve a
powerful deity who has been tradition- measure of respect). Clerics of Dracanish
ally slow to act. In the past he has hunt undead and worshipers of Orcus
attempted to rein in some of the more and seek to thwart those who would arti-
individualistic deities worshiped in this ficially extend life, for while they are not
part of the world, and their refusal to comply opposed to healing magic on a small level,
brands them as flighty fools in his mind. He is the eradication of plagues or forestalling of nat-
allied with Dracanish (whom he admires for his ural disasters goes against their perception of the
carefully structured plan for all beings), Durann (his world’s innate order. This belief puts them at odds with
sister, with whom he shares a cloud castle), and the church of Eanius.
Uhanam (whose patience he appreciates). He opposes Dracanish’s clerics pray for spells at dusk. They con-
Soggelos and Wyst for their refusal to abandon chaos, sider the last day of each month and year as holy days,
and Orcus for his disruption of the natural order. He is when the essence of that time joins with all time that
indifferent to other deities, but sees himself as a sentry has passed. Dracanite clerics sometimes multiclass as
against actions they might take that would interfere fighters, monks, or bone collectors. Dracanite monks
with his plans to bring order to every part of the world. may multiclass freely as clerics. While they are able to
Dogma: The world operates according to laws, and use spells such as raise dead, clerics of this deity are hes-
the people of the world have it in their best interest to itant to use them unless it is
establish and follow a code of laws so as to be in har- believed that the person has
mony with the lawful nature of the universe. Laws are important unfinished business
created to benefit the group, but should not exploit the in life. His clerics never rebuke
individual for the sake of the group. Study the laws so or command undead. They
you may make rational and informed decisions. When wear black and bronze, and
you must punish a lawbreaker, be swift and precise, some high-ranking clerics
but do not become overzealous, for not even agents of carry scythes, although few
the law are above the law. are trained in their use.
History/Relationships:
DRACANISH (LESSER DEITY) Dracanish is believed to be
Eater of the Dead only a few hundred
Alignment: Lawful neutral years old, originating
Domains: Law, Protection, Repose from a land to the
Favored Weapon: Scimitar west of Bazareene. Un-
Symbol: Profile of a bronze-skinned man on a black related to any of the other
circle deities, he took the world by
Portfolio: Death, endings, finality storm when his worshipers
caused the Dead War in Manifest.
Enigmatic and fatalistic, Dracanish understands that Despite this violent past, Dracan-
all things must eventually die, and those that die will ish has earned acceptance from
need tending as much as living creatures do. Often most of the deities venerated in
misunderstood by the ignorant as a violent and the city, even Aluvan,
destructive god, Dracanish is actually a very protective although their churches
deity and enjoys a close personal relationship with bear lingering resent-
every being that dies, absorbing their souls into him- ment. Eanius and Orcus are
self so that no one may ever harm them. Dracanish is Dracanish’s enemies, for the MD

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former wants to keep creatures from dying and the Durann can multiclass freely as clerics. Her clerics
latter encourages thwarting death through necromancy. wear brown and gold.
Dogma:The proper end of a person’s life is to have his History/Relationships: Durann is an old deity
soul rejoined with his body in the True Afterlife, who retains an optimistic outlook despite the fallible
where Dracanish consumes them and keeps nature of mortals. She and her brother Chaniud
them safe forever. The lessons in finality have been trying, in various guises, to guide
that death teaches us can apply to life civilization for thousands of years. Her allies
as well—learn to complete things among the local deities are Aluvan, Cha-
you start, and find closure in their niud (with whom she shares a celestial
end. It is better to see one thing residence), and Eanius. She has
CHAPTER 2:
THE CITY OF

through to its end than start a dozen casual dealings with Galaedros,
MANIFEST

things that are never finished. In this Nessek, and Uhanam, who have
way, necromancy is the bane of the proven to her their ability to keep
world, for it is a beginning without a their word. Her only true foes are the
natural end. evil deities.
Dogma: Strive to hold to the truth and
DURANN (LESSER DEITY) use your honor as your shield. If your
The True Guide honor is infallible and your heart is true,
Alignment: Lawful good you will prevail against all adversity. The
Domains: Good, Healing, Law hammer of Durann seals oaths, shatters bonds, and
Favored Weapon: Warhammer crushes lies—its light shines forth to inspire all to
Symbol: Shining horizontal hammer greatness, glory, and good. Be calm and uncompro-
Portfolio: Truth, righteousness, honor mising in the face of great injustice, for the righteous
hand will strike down evil in all its forms.
God symbols by D. Cramer

Wise and caring, Durann is a kind goddess who


encourages people to be true to themselves and others EANIUS (GREATER DEITY)
in order to create a better world for everyone. Of all Lord of Growth and Life, the Sky King
the lawful deities, she cares the least about structure Alignment: Neutral good
and instead focuses on benevolence. She believes in Domains: Air, Good, Healing
tending to the sick and taking an active role against Favored Weapon: Quarterstaff
evil. She is depicted as a woman with black hair and Symbol: Eye on a bird’s wing
long robes of gold and brown thread, carrying a Portfolio: Growth, life, animals
hammer that shines like a lighthouse lamp. Her many
dwarf worshipers usually show her as a dwarf woman Foster father of everything ever born, Eanius is a vig-
with these qualities. orous deity of the natural world. He believes that every
Worship of Durann is most prevalent in Salkiria, living thing deserves to be nurtured to health and sup-
although her presence is known in dwarven lands and ports killing only when a creature must do so to sur-
(to a lesser extent) any part of the world where people vive (whether to provide food or to preserve its own
hope for something better. The center of the church is life). Eanius also has a minor aspect as a fertility deity;
in Salkiria (in the capital city, Donaree), but the hier- he is the patron of the air and particularly favors birds.
archy is very flexible, and one’s position within it is He is shown as a dark-skinned man with feathers in
based on the performance of good deeds. As a result, his hair and shining blue eyes. He carries a gnarled
the upper ranks of the organization are very volatile staff with a black snake twined about it and a white
and often filled with courageous adventurers. raven perched upon it.
Small prayers (or simple shrines) to Eanius’s following is widespread and very
Durann can even be seen in house- powerful, with formal worship cen-
holds located in places where she tered in Thurkasia but also domi-
has no formal temples. Cler- nant in Sura-Khiri. He grants
ics of Durann are teachers, spells to clerics, druids, and
healers, legal advocates, rangers. Temples to Eanius
and champions of good. are natural sites or spacious
The Duranna pray for buildings and always have
spells after waking in the some vantage point with an
morning. The fourth day of each unobstructed view of the sky. His
month is called the Day of Truths, and Durann’s clerics followers tend animals and other natural crea-
are not allowed to tell even the slightest falsehood on tures (they consider dragons, fey, true giants,
that day—not even speaking fiction. They sometimes humanoids—and even creatures similar to true ani-
multiclass as fighters or paladins, and paladins of mals such as griffons, pegasi, and giant eagles—to be
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natural creatures), focusing mainly on those that hair, with living green leaves growing in his hair and
would die or be maimed without such attention. from his clothes. Galaedros was once considered the
The Eaniusha pray for spells at any time during the king of the deities, but he stepped down from that
day or night, each choosing a time that is most mean- informal position after the murder of his brother
ingful for him or her. Their holy days are the spring Hunael, the god of culture and invention.
equinox and any celestial event such as a planetary Like Eanius, Galaedros has a wide following. Sura-
conjunction or eclipse. Celebrations always feature Khiri is the only place where he has a formal church
fine foods and frequently include fertility rituals. organization, built around holy landmarks and the cir-
Since they are more concerned with earthly matters cles of spellcasters devoted to protecting them. (Some
than the motions of the heavens, few of the faith track of these elves have created minor circles in the Spirit

CHAPTER 2:
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when these celestial events are due to occur, and these Wood around Manifest.) He grants spells to clerics,

MANIFEST
worshipers usually celebrate them spontaneously druids, and rangers. Galaedran temples are always nat-
when they happen. Eanius’s clerics and druids often ural places with abundant plant life and sunlight, fre-
multiclass as rangers, and those living near Manifest quently marked only by a stone carved with his holy
often become Arboreal Guardians. Rangers of Eanius symbol (which is more often than not overgrown with
may use their ambidexterity and two-weapon fighting moss and vines). His worshipers are protectors of
class features with their quarterstaffs. The faithful nature, whether from the reckless logging of humans
wear tan and blue. or from supernatural taints developed by necro-
History/Relationships: Eanius is probably the mancers and the yuan-ti. They teach farmers how to
second oldest deity worshiped in this part of the world make better use of their land (negating the need to
next to Galaedros, whom the elves consider his half- clear more forest) and try to heal and regrow places
brother (although their father is not known where nature has been despoiled.
and this may be just a cultural bond rather Galaedran worshipers pray for spells at
than a genealogical one). He and Galae- dawn. They mark the turning of the sea-
dros get along well, and Durann and sons as holy days, and their celebrations
Soggelos are his other allies. He of these events are somber recitations of
opposes Dracanish (whose obsession recent gains and losses of nature followed by
with death makes him a subtle enemy of vows to do better in the coming season. His
life), Khostren (whose “children” are clerics and druids sometimes multiclass as
responsible for much misery among ani- rangers, and those living in the Spirit Wood
mals), and Orcus (who profanes life with sometimes become Arboreal Guardians. His
undeath and defiles animals for evil ends). clerics never rebuke or command undead.
Eanius is indifferent to all other deities. Rangers of Galaedros may use their
Dogma: The breath in your lungs and ambidexterity and two-weapon fighting
the life-spark of every natural creature class features with their quarterstaffs. The
are the gifts of Eanius to the world. Respect those faithful wear gray and green.
gifts and keep them in good repair. The only times a History/Relationships: Galaedros is the oldest
natural creature should be destroyed are to feed deity known in this part of the world. He is married to
another, to protect another, or when the creature is Phaant, but he has not spoken to her since she turned
beyond all hope of health. Take no more than you to darkness and murdered his brother Hunael over
need, and in hunting take only the weak so that the twelve hundred years ago. It was that event that caused
strong may live and beget stronger offspring. him to abandon his role as king of the gods, and none
have yet tried to take his place. He is allied with Eanius
GALAEDROS (GREATER DEITY) and Soggelos, tolerates Khostren and Nessek as dan-
The Wood God, the Sorrowful King gerous but necessary aspects of natural forces, opposes
Alignment: Neutral Orcus as a capricious destroyer, and is cool to the
Domains: Animal, Earth, Plant “deities of civilization,” as he calls the rest.
Favored Weapon: Quarterstaff Dogma: Wood endures. Wood is patient. Learn
Symbol: A tree with sad human eyes from wood and study its strength. Plants provide the
Portfolio: Nature, wood basic necessities of life—food, clothing, and shel-
ter—and a wise person can survive anywhere with
Galaedros is an old nature god who has seen much the proper knowledge of plants. Avoid the trappings
destruction and misery come to his favorite lands and of civilization, for something unknowable gnaws at
his chosen people, the elves. He believes in the cycles the heart of civilized folk, making them forget where
of nature that bring decline and death to all things, but they came from and harm others for the sake of
also drives the forces that cause plants to bloom in greed or merely harm itself. The green world soothes
springtime and the frost to thaw from the earth. Bent the wounds of civilization even as it bears the brunt
by age, he is shown as a man with tan skin and gray of its wrath.
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KHOSTREN (DEMIGOD) children, even the mightiest are brought low. Dis-
The Fetid Breath, The Scuttling Darkness ease turns kings into madmen, warriors into
Alignment: Neutral evil invalids, merchants into paupers, and peasants
Domains: Destruction, Evil, Trickery into corpses. The scuttling hordes bring disease,
Favored Weapon: Spiked gauntlet fear, and hunger, leaving death, desperation,
Symbol: A black fly and famine in their wake. Embrace Khostren
Portfolio: Plague, stench, vermin and his children, let them taste you so that
you will be spared. Enjoy the fruits of his
Born of the fears of a culture obsessed work, for bile, pus, and scabs are the meat
with death, Khostren represents debili- and drink of ravenous plague and ven-
CHAPTER 2:
THE CITY OF

tating and disfiguring sickness, as well omous vermin.


MANIFEST

as creatures that prey on corpses. In a


world where bodies are transported NESSEK
long distances, diseased corpses can (INTERMEDIATE DEITY)
infect hundreds of people. Similarly, a The Bright Flame
partially eaten corpse benefits its Alignment: Neutral
owner less in the afterlife. Khostren is Domains: Destruction, Fire, Magic
usually shown as a figure in long, sickly green Favored Weapon: Dagger
robes, trailing maggots and infectious slime. Symbol: A crown of flame
His hands and face are plated and black like an Portfolio: Fire, sorcerers, magic
insect’s and oozing with sores. Full of loathing
for all living things, including himself, the only sat- Representing an elemental force without
isfaction he experiences in his existence is when he morals, Nessek is capable of blinding flashes
makes other creatures feel as horrible as he does. of rage as well as slow, methodical action. As the
God symbols by D. Cramer

Khostren’s worship is effectively a cult, outlawed in patron of sorcery, she embodies the innate fire of
most places and reviled everywhere. His temples are magic that can erupt from an individual and be used
usually found in sewers and often double as nests for for almost anything. She appears as a beautiful human
dire rats or other small scavengers. The leader of a woman with long dark hair and a crown of flames. She
temple is usually the most powerful spellcaster pres- sees fire (and its more abstract counterpart, magic) as
ent. Each temple is independent, and they are merely a tool and not something that can be defined
often unaware of each other. Khostren has a few as good or evil.
druids and rangers mixed among its cleric Primarily worshiped in Bazareene and Xaphan,
worshipers. The Khostrenal seed diseases in Nessek has a token following in other countries,
cities, unleash hordes of vermin upon mainly supported by sorcerers and people
food stores, and in general make life mis- who use fire in their work, such as smiths.
erable for people who are afraid of sick- She is also favored among hobgoblins,
ness or infestation. Many disguise orcs, bugbears, and ogres, who typically
themselves as beggars to earn a living worship her destructive aspect. Her tem-
and slowly spread disease among those ples are usually large buildings made of
who touch them. stone (particularly volcanic rock) within
Khostren’s worshipers pray for spells which a fire is constantly kept burning. Each
at any hour of the night. Anniversaries of great temple is largely independent. Responsibilities of the
plagues or infestations are holy days, usually cele- clerics include teaching people how to build stronger
brated by eating spoiled meat, rolling in filth, and and safer fires, creating firebreaks around high-risk
pouring blood in front of vermin lairs or captive areas, and serving with military groups as magical fire-
vermin. Many keep a dangerous insect in a small power.
cage as a sort of pet. Khostren’s worshipers most Nessekar pray at noon in front of some sort of fire or
commonly multiclass as rogues or assassins. His flame (at least a candle). The summer solstice is a holy
sacred colors are green and black. day called the High Burning. On that day the clergy
History/Relationships: Khostren has been build pyres and sacrifice animals and large pieces of
around a long time, but his obscurity, and the disgust- ice to the flames. Once a cleric reaches 6th level, he
ing nature of his faith’s practices, relegates him to an must undergo the Branding, a ceremony in which a
inferior status among the deities. He has no true allies. magically heated brand sears the symbol of Nessek
Only Galaedros and Orcus are willing to speak to him into the cleric’s flesh on the hand, forehead, or chest as
at all, and then only if they want or need him to do a show of faith. Nessek’s clerics often multiclass as sor-
something for them. All other deities shun him. cerers. Her clerics never rebuke or command undead.
Dogma: With sickness and the bites of Khostren’s Nessek’s colors are orange and red.

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History/Relationships: Nessek is a fairly old deity. Worship of Orcus is the official religion of
She has been known to change her appearance and Xaphan. In all other places, his church is
name every few hundred years (her last two considered an evil cult that must be
incarnations were Golzan, a short dwarf with a wiped out upon discovery. Because of
burning beard, and Herukal, a crone wearing this, anywhere outside Xaphan his
fire-scorched robes). She makes no strong church operates secretly (usually no
friends or enemies among the deities, pre- more than a dozen members working
serving her neutrality. Orcus dislikes her out of any one location). His clerics are
because many undead are vulnerable to charged with the promotion of all
fire. Nessek cannot perceive Soggelos aspects of his portfolio and the

CHAPTER 2:
THE CITY OF
directly in any way, having to rely on destruction of all that is good. His

MANIFEST
magic or the actions of others to recog- worshipers favor macabre outfits deco-
nize his presence; she knows he exists rated with bones and skulls.
from past experience, but cannot verify Clerics of Orcus pray for spells at mid-
it with her own senses. night. The nights of the new moon and the
Dogma: Fire is the energy of life. last day of the year are holy days. When the
Before the people of the world tamed moon is at its darkest, all clerics are required
beasts and built cities, they loved fire for its to either create an undead creature or provide a
warmth and feared it for its bite—and that love corpse to the church so that one can be made. The
and fear endures to this day. Fire is a tool, above laws clerics’ most vile ritual is the Unhallowing, which has
and moral concerns; it is the actions of the user that no set date. In this ceremony, they take a cleric or pal-
determine the good or evil of it. Seek to understand adin of a good deity and sacrifice him to Orcus. This
fire and emulate its neutrality. Know when fire should act always results in the creation of a self-willed and
be used to comfort and heal, and understand when self-loathing undead. Orcus’s clerics tend to multi-
it must be used as a brand against your enemies. class as fighters, necromancers, blackguards,
Magic, like fire, is a fundamental force not sub- ghost slayers, and bone collectors. His colors are
ject to moral classification. red and black, although bone white is commonly
used as a decoration.
ORCUS (LESSER DEITY) History/Relationships: Orcus is a very
Demon Prince of the Undead old demon with his hands in many parts of
Alignment: Chaotic evil the world. He has acquired power under
Domains: Chaos, Death, Evil, many different names over the years and
Undeath eventually became a true deity. He seeks to
Favored Weapon: Mace dominate or destroy all other deities—
Symbol: A mace with a skull as the Khostren is the only one he would not attack
head on sight. He is careful about whom
Portfolio: Necromancy, torture, he attacks, for he knows that if the
pain, undeath deities teamed up against him,
he would have little chance of
Vilest of all gods, Orcus is a survival. Thus, he subverts his
powerful demon who be- enemies by slaying their follow-
came a deity by exchanging power ers and converting them to
for mortal worship. He hates all living undead.
things and wishes to corrupt them Dogma: Promise your soul to
into undead or suffuse them with Orcus, for through him you will live
demonic power and make them forever. Eat of his tainted flesh and drink of
fiendish slaves to his will. Orcus his fiendish blood, and you will know eternal
appears as a bloated, goatlike unlife. The worshipers of Orcus will sweep over
demon with a pointed tail, bat the world in a tide of death, leaving those who
wings, and ram’s horns. Often, resist reduced to slaves for our amusement. Even
he is depicted as being alive and the gods will fall and taste bone and ashes in their
brimming with murderous rage, mouths, for Orcus is the weight that hangs
while at other times he is shown heavy on every soul, providing grist for
as a shadowy, undeadlike ver- the mill of misery and pain. Foes are
sion of himself. He carries the unworthy of mercy; instead, give
Rod of Orcus, an obsidian rod them torture under the pretense of hon-
topped with a human skull that MD orable surrender.
kills any creature struck by it.
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PHAANT (LESSER DEITY) has been associated with Galaedros since that time.
The Dark Fate She and her husband have not spoken in the twelve
Alignment: Lawful evil hundred years since she murdered his brother, and the
Domains: Evil, Law, Luck followers of the two deities have been in conflict ever
Favored Weapon: Greataxe since. She has no close ties to any other deity, since
Symbol: Three overlapping diamonds most of them try to avoid her in order to escape the bad
Portfolio: Bad luck, inevitability, oppression luck that follows her around like a dark cloud. Galae-
dros bears the brunt of her wrath, and many believe
Once the loving wife of Galaedros, the luck-goddess that all the troubles of the elven people can be
Phaant became bitter and lonely when her hus- traced back to her influence.
CHAPTER 2:
THE CITY OF

band spent more time tending his beloved Dogma: You are doomed. This fact is not
MANIFEST

forests than he did with her. In a jealous because of anything you have done, but
rage, she punished her husband by simply because you exist. Everything
murdering his brother Hunael, and and everyone in your life will eventu-
it was this act that cemented ally fail or betray you, because that
her personality in its cur- is the nature of things. Firmly
rent form. Now she is command your subordi-
completely focused on nates, but expect that they
the inevitable decay of will fail you when you need
things from bad to worse. them the most. Plan contin-
Phaant is an angry, evil deity gencies for their failure. Only by
with no friends. She is shown personal attention can you expect
as a tan woman with gray hair, to see anything to completion, and
one solid black eye, and one white only through worship of and sacri-
God symbols by D. Cramer

pupilless eye. fices to Phaant may you stave off the


Phaant’s church is prevalent in Xaphan inevitable bad luck that touches all things. Aban-
and in the more intolerant noble houses of Baza- don hope, for it is the crutch of a weak mind that seeks
reene, as well as among certain tribes of evil a nonexistent chance of success.
humanoids. Dark-minded and cynical civilized folk of
other countries sometimes come to her for comfort, SOGGELOS (LESSER DEITY)
for she assures people that misfortune is not their fault The Blue
but merely an unstoppable aspect of life itself. In Alignment: Chaotic good
places where her worship is popular or accepted, she Domains: Chaos, Good, Water
has many house-sized temples, while in other places Favored Weapon: Trident
her worshipers commune with her at small (and often Symbol: A blue octopus
hidden) shrines. The temple hierarchy appears rigid, Portfolio: Creativity, water
but in practice, clerics are often left to their own
accords, since their superiors expect them to fail and A dynamic and charismatic deity, Soggelos feels very
plan accordingly. In some places, particularly control- close to his worshipers and personally responsible for
ling clerics achieve positions of power in smaller set- their fates, although he expects that they should be
tlements in need of leaders. Some clerics operate creative enough to solve their own problems. Depicted
gambling establishments where the players always feel either as a blue-skinned man with webbed feet and
they’re one throw away from a great win but never hands or (more frequently) as a vivid blue octopus, he
seem to make it. watches over coastal communities and aquatic crea-
Clerics of Phaant pray at sundown, the doom of the tures. Soggelos is a friendly deity who appreciates wit
day. They celebrate the anniversaries of injustices, and intelligence.
tragedies, and achievements by tyrants, and some sects Soggelos is worshiped primarily on the coasts and
ritually scar themselves with repeated patterns of gets little attention inland. Coastal temples are built
Phaant’s symbol at these times. Her clerics multiclass facing the water and made of sea-polished stones and
as rogues or monks, though monks of Phaant cannot driftwood, while shrines are usually simple piles of
multiclass freely with any other class; monks who gain colored stones topped with a shell or small trident. The
levels in another class can never gain levels in the church is very informal and the clerics are expected to
monk class again (they see Phaant’s hand in their even- travel, so the chain of command is determined by sen-
tual lapse in discipline and accept that eventually they iority in the church rather than allegiance to a partic-
won’t be able to progress as monks). Her favorite ular site. Soggelos grants spells to druids and rangers
colors are yellow and gray. as well as clerics. His clerics bless fishing sites, watch
History/Relationships: Phaant dates back to only for depletion of aquatic resources, locate sites for wells,
a thousand years before the founding of Manifest and and guard ships from natural hazards. He has many
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worshipers among the intelligent aquatic races, and Tephaneron’s church is popular among barbarians
the water and sea peoples often interact through cler- and less civilized folk. His temples are usually some
ics of the Blue. kind of fort or at least a normal building with fortified
The Soggelosan pray for spells at high tide walls. The smaller shrines are usually on the site
(usually in the afternoon). They call a holy of battlefields and consist of a battleaxe
day whenever the tide is extremely high buried upright in the ground and sur-
or low and spend this time dancing and rounded by battered shields. His clerics
rescuing sea creatures adversely are expected to be particularly alert
affected by the abnormal tide. They and fit and are often military com-
declare a day of mourning any time manders, guards, or action-oriented

CHAPTER 2:
THE CITY OF
an animal (such as a whale) beaches politicians. The church follows a

MANIFEST
itself and cannot be returned to the rough military-style hierarchy, despite
water. Soggelos’s spellcasters tend to being associated with a chaotic deity. In
multiclass as bards or rogues. His colors times of war, it is Tephaneron’s clerics
are blue and green. who lead the charge, often discouraging
History/Relationships: Soggelos is a leaders from overplanning a strategy that
fairly old deity, said by some to be the son of will just fall apart in the chaos of battle. He
Galaedros. He is allied with Galaedros, Eanius, and even favors military leaders who succeed because of
Wyst (at least with regard to travelers on the water) and courage and determination, rather than endless plan-
has been known to visit Uhanam on matters of naval ning and contingencies.
battles. He considers no being his enemy, but tries to The Tephaneronai pray for spells at sunrise. They
stay out of the way of Khostren and Orcus. He becomes celebrate the anniversaries of great battles and the
lethargic when in the presence of Nessek, although he birthdays of great warriors and leaders, usually with
can perceive her normally (the reverse is not true). mock battles, the forging of new weapons or armor,
Dogma: If Eanius is the source of life, water is what and the destruction of old war equipment. His clerics
conveys that life. Creatures give birth or live in water, usually multiclass as barbarians or fighters, and those
are nourished by mother’s milk, and depend upon whose enemies include many ghosts sometimes
fresh water for survival. Respect water as you would become ghost slayers. Tephaneron’s colors are green
your parents. Water is everchanging, both in color and and orange.
temperament, and life owes its countless forms to the History/Relationships: Tephaneron is thought to
influence of water. Just as water be the opposite half of Uhanam,
shapes life in new and creative ways, both coming from a primal deity of
you must let the waters of your mind conflict and success that split in two
shape your life and art. A life that is before recorded history. The two are
stagnant and unchanging is dull and opposed in philosophy and tem-
unhealthy, like a fetid pool, while the perament and can never agree on
most dynamic lives echo the splen- anything. Tephaneron is indifferent
dor and vigor of the turbulent ocean. to all other deities, allowing them to
be allies or adversaries as the battle
TEPHANERON warrants. He holds no grudges, for
(INTERMEDIATE DEITY) he knows that life is a series of con-
The Iron General flicts and can lead to strange bedfel-
Alignment: Chaotic neutral lows. The only creature he
Domains: Chaos, Luck, Strength, War deliberately avoids is Khostren, who
Favored Weapon: Battleaxe he believes has the power to sap his strength and
Symbol: A battleaxe with four triangles on the blade render him vulnerable.
Portfolio: Battle, success, athletes, warriors Dogma: Hone your body like you would the blade
of a weapon, for your body is the greatest tool you will
Loud, aggressive, and fearless, Tephaneron conquers ever own. Avoid distractions that do not benefit your
challenges through strength and perseverance. Com- body, for those paths lead to weakness and sloth. Con-
pletely devoted to the physical, he scoffs at mental stantly strive to better yourself and accomplish diffi-
pursuits such as wizardry, poetry, strategy, and other cult or even impossible things, for legends never speak
forms of “book learning.” He is always shown as a mas- of those who were content to remain quiet. Trust in
sive warrior outfitted for battle. Tephaneron is an out- yourself and your own power and you will succeed at
going deity who doesn’t take well to cowards, the your wildest dreams. Do not be fooled by the promises
scholarly, or the hesitant, but favors warriors, athletes, of the weak, for they have no mettle and will fail you
and those who strive for greatness. as soon as you come to depend upon them.

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UHANAM (INTERMEDIATE DEITY) whose methods aggravate her) and Orcus (whose
The Master Strategist rampant destructiveness has interfered with
Alignment: Lawful neutral many of her plans).
Domains: Knowledge, Law, Magic Dogma: Knowledge is the key to any victory.
Favored Weapon: Light flail Skill is an aspect of knowledge, and often skill
Symbol: A woodcarving knife on is required to act upon acquired knowl-
a scroll edge. Magic is the ultimate combination
Portfolio: Skill, planning, magic of knowledge and skill, and a master
mage can use magic to anticipate
Patient, wise, and experienced, future needs. Planning is the gift of
CHAPTER 2:
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Uhanam embodies skill, prepara- knowledge combined with an


MANIFEST

tion, and the nonphysical require- understanding of the minimal


ments for victory. As the patron of amount of power needed to accom-
all magic, she is said to know plish a task. Far too often, a foolish
every spell and the key to activat- general has lost a war by using too
ing every magic item, as well as much force too early and having none
the plans of her enemies and left to finish another task. Conserve
where they are most vulnerable. your power, but be generous with your
She is shown as a short woman with knowledge, uplifting the uneducated
a black tabard and purple robes, and banishing ignorance.
holding a scroll in her left hand. She
believes in caution, evaluating all WYST (LESSER DEITY)
aspects of a situation, and the need to con- The Wanderer
serve energy for use in upcoming conflicts. Alignment: Chaotic good
God symbols by D. Cramer

Uhanam’s church is large and well respected in Domains: Chaos, Good, Travel,
most civilized lands, especially Tereppek. The church Protection
has a complex body of religious texts that define proper Favored Weapon: Halfspear
behavior and offer guidance on almost every sort of Symbol: A compass rose with a
problem one of the devout might encounter. These bootprint at the center
texts also specifically spell out the criteria for advance- Portfolio: Travelers, roads
ment in the church and the structure of its clergy.
Her temples, found mostly in large cities, are Far-seeing and ever watchful, Wyst is the patron of
usually elegant spires that also double as travelers. She has her eye on every campsite
archives of knowledge. Gnomes favor her and every person away from his or her
above all other deities. Her clerics are home. She considers herself the guardian of all
sages, archivists, scribes, lawyers, caravans. She is shown as a slight
teachers, tacticians, or members of woman, with sun-browned skin and
any other profession that requires sharp gray eyes, leaning on a spear.
patience and education. Wyst loves seeing new things and never
Uhanam’s clerics pray for spells at remains in one place for very long. Infor-
dawn, usually referencing an appropriate mally, she is also a deity of freedom and lib-
part of a holy text as the first thing they eration and works to help those living under
read for the day. They have few holy days, oppressive conditions.
although in their morning prayers they Wyst’s church is not large, but it is incredibly
acknowledge the anniversaries of events of par- mobile. Most of her temples double as roadside inns,
ticular importance to their church or specific temple. and most crossroads have a small shrine to her. Some
Her clerics never rebuke or command undead. They of her temples are mobile caravans that aid travelers
sometimes multiclass as experts, rogues, or wizards. and maintain and guard roadways in remote areas so
Uhanam’s colors are purple and black. that people in the hinterlands are still free to travel.
History/Relationships: Uhanam is thought to be Above all other races, halflings favor Wyst. A church
one half of an earlier deity (with Tephaneron as the hierarchy barely exists, and members of the clergy rate
other half ), although none of the religion’s books refer each other on how far they have traveled in their life-
to this split or to Uhanam’s origin. She opposes times. Clerics are expected to travel often and are not
Tephaneron, seeing him as a reckless and blind fool allowed to live in the same building for more than
who is willfully ignorant of the higher aspects of life. thirty consecutive days. They bless roads and caravans,
She is allied with Chaniud and Durann, but dislikes and prepare and appraise trade goods.
reckless deities such as Soggelos (whom she appreci- Clerics of Wyst pray for spells in the morning while
ates for his attention to the talents of the mind but walking (at least around the perimeter of a room). The
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middle day of the months, seasons, and year are holy But that’s not the only reason people travel to Man-
days for the church, since they are times when tempo- ifest in droves. Ghosts go to the Veil of Souls when
ral journeys are half completed. The faithful give a their bodies are slain, but often pause in Manifest for
prayer and a moment of reflection on the path traveled a time (some stay for years, in fact). The living travel to
and that yet to come. Any significant journey to the city to see their departed loved ones, to talk with
another place requires a similar prayer at the halfway them, or settle affairs—to say goodbye. Since it’s
point. Her clerics sometimes multiclass as rogues and common knowledge that a soul may linger in Mani-
rangers, although she cannot grant ranger spells. Her fest, people make pacts and agreements with each
colors are brown and gray. other. “And if I die, I’ll see you in Manifest before I
History/Relationships: Wyst’s age is unknown. go,” is a commonly used phrase. An old miser might

CHAPTER 2:
THE CITY OF
She may be a halfling deity who gained popularity tell no one the magical password to get past the wards

MANIFEST
among other races very early in the world’s history. She surrounding his vaults, but he might agree to meet
is too busy performing her duties and looking out for someone in Manifest and reveal the secrets then.
what’s over the horizon to answer questions about her One such incident occurred about seventeen years
origins. She dislikes oppressive and strict deities such ago. A wealthy woman hid away a key that would
as Chaniud and Phaant, but likes Uhanam because of open an otherwise impenetrable treasure hoard. On
the need to plan ahead for extended travels. She shares her deathbed, she told her family and friends that the
the company of Soggelos when she is in the mood for first one to find her in Manifest would learn the
a water journey and has been known to confide in secret hiding place of the key. The cross-country race
Tephaneron about long-range movements of troops. that ensued after her death is a thing of great stories,
Dogma: Life is a grand journey and an opportunity even today.
to see all the fantastic things in the world. A person Sometimes, however, people just go to Manifest for
should be free to wander, following the roads others their own reasons—because it’s an interesting and
have created or creating her own. Thank old paths for mystical place close to the land of the dead, because it’s
their security, and start new paths for the challenge. easier to raise the dead there, or just because it’s a place
Seek out the world, for it is too busy moving to seek to live and earn a living. Some come to gawk. A few
out you. Lean on Wyst’s spear when you are weary, and religions encourage their followers to travel to Mani-
wield it when you are threatened. Know that her fest and revere the dead (others come here to ceremo-
watchful eye will find your path when you are unable nially destroy the last remains). There are even
to see it for yourself. religions that forbid any of their faithful to come near
this “accursed place so near to the borders of hell.”
Ghosts in Manifest, either waiting for loved ones
THE LIVING AND THE DEAD before departing, or taking up residence in the city for
In Manifest, the magical, spiritual, and fundamental a time, learn to adapt to their new existence fairly well.
laws that dictate that a soul must leave its body Requiring no physical comforts, ghosts often rent
when slain, travel to the Veil of Souls far beneath the closetlike spaces (usually called “spirit lockers”) and
earth, and enter the land of the dead, are changed— wait. Some take the opportunity to enjoy the fruits of
or at least suspended. Hence, ghosts not only walk life one last time, or even to accomplish some deed or
the streets of Manifest, but interact with others and reach some goal that they left unfulfilled in life.
objects as if normal, solid creatures. But normal they Others fully adapt to the new “lifestyle” and learn to
certainly are not. Some leave thin, slick trails of use their ghostly powers to their advantage. These
ectoplasm in their wake, some appear gruesome (as individuals might continue in their vocation from life,
they did at the moment of their death), and some or they may take up a new career. Many become
cause small objects to fly about, uncontrolled, in thieves, adventurers, or other professions that benefit
their presence. from having strange powers and supernatural skills.
Caravans arrive in Manifest every day. It’s a common Eventually, though, every dead soul feels the pull of
sight to find wagons laden with well-preserved bodies the Veil. This is a feeling deep down that it is time to
unloaded in the Tombyards. These corpses are destined move on to the realm of the dead. As this feeling
to be shipped to the Veil of Souls beneath the city, grows, the ghost becomes more restless, and finally
where they will go to the land of the dead to join the succumbs—they always succumb. Still, some stay in
souls that once inhabited them. Most people believe Manifest for years (or decades) before the call becomes
that ushering in the physical body to join with the soul irresistible. All ghosts are temporary residents, but
of the departed aids the deceased in the afterlife. many nonetheless seem fairly permanent.
Because of this belief, people are willing to travel for Of course, the living in Manifest adapt to the city as
hundreds of miles, if not farther, to help those whom well. They get used to dealing with ghosts and soon
they loved or valued move on with success in the next don’t think much of it (there are exceptions, of course;
realm. In fact, several organizations exist for the pur- see below). Some learn ghost lore to identify the vari-
pose of helping the living find their dead. ous occurrences of ectoplasm or poltergeist activity.
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Eathon Chavits once said that “there’s less fear of From the ghosts’ point of view:
death when you know a little more about what it’s like, —The living are closed-minded and naive; they
and it’s clearly not so bad.” To some extent, these words don’t understand the whole scope of things (in this
seem to be true. The living in Manifest often worry world or the next).
less about danger than other people. Many are not at —Ghosts in Manifest are able to still carry on their
all afraid to become a ghost (although they might very unique sort of existence, so don’t try to stop them.
well be afraid of the pain usually involved in death, Ghosts have rights, too.
and any ghost will tell you that such a fear is valid—it —Ghosts have strange appearances sometimes and
usually hurts to die). odd supernatural powers, but so what? The living com-
One of the strangest things about Manifest is a munity accepts all sorts of folk from all over the world;
CHAPTER 2:
THE CITY OF

group of folk called “jumpers.” These people willingly they should simply learn to cope with the ghosts, as
MANIFEST

go back and forth from living to dead, changing con- well.


dition with no more thought than others have in
changing their clothes. They find advantages in both Of course, these are extreme viewpoints, and not
states, and the transition simply costs about 510 gp everyone feels that way. More than a few people in
(about 10 gp for a painless death spell and about 500 gp Manifest have both lived in the city and been dead
for a raise dead). Some jumpers do it for the thrill, but here. They can see things from both points of view.
most are adventurers who find, depending on their Still, both communities have narrow-minded groups
mission, that they need to be either living or dead to (the more ghost-centered faction of the Yisa-khardo-
best accomplish some task. They gain skills in both mas and the Knights of the Quiet) that support dan-
states of existence, and then pay to have themselves gerously hostile points of view.
switched back and forth when needed. All in all, though, Manifest is a fascinating and won-
Most folk in Manifest have taken to a practice of car- drous place to live . . . or die.
rying around a special document (similar to a will) that
specifies what should be done with their body after
they’ve died. These documents contain specific RACES IN MANIFEST
instructions like “Please raise me,” or “Please let me Manifest is a cosmopolitan city, primarily human but
rest in peace,” or “I intend to return as a ghost.” In this with large populations of elves and half-elves, dwarves,
way, friends, loved ones, or the officials of the city don’t halflings, and gnomes, with a smattering of other
have to waste a lot of time and spell resources trying to races. The following descriptions are in addition to the
do something that’s against the deceased’s wishes. The information found in the Player’s Handbook.
city offers these documents, complete with a special
seal and signatures, for just few coins, so that others HUMANS
have reassurances that the document is authentic Humans make up about 50 percent of the city on their
(although cases of forged documents planted on own, both as living people and as ghosts. Because of
bodies to thwart the wishes of the dead have occurred the nature of the city, its residents hail from every-
from time to time). where. All manner of ethnicities and cultural back-
Not all is easy when it comes to relations in a city grounds are represented. People who come here for
where the living and the dead cohabit. As different as some specific, particularly dour business often decide
two people from different cultures or races might be, to stay. Sometimes, this is in order to be with a loved
they are not as different on a fundamental level as the one who is now deceased (perhaps attempting to find
living and the ghosts. Each side has its own peculiar- work and save for the price of a raise dead spell), but
ities and concerns that it feels the other is not sensi- often it is just because they find a peace of mind in
tive to. Manifest that they never could anywhere else.
From the living’s point of view: Humans in Manifest are leery of the Spirit Wood,
—Ghosts have had their chance at the world. If they which surrounds their home. Of all those who wander
want to hang about, fine, but they shouldn’t use up off the roads that lead through the forest, only the Arbo-
valuable property and resources. They should get their real Guardians can find their way back with any measure
business done and either move on or get themselves of safety. Human residents are also quite leery of going
raised. This world was made for the living. down below the city. Besides being literally the path to
—Ghosts are strange and unnerving at best (and ter- the land of the dead, the catacombs below are rumored
rifying at their worst). Some ghosts can even possess to be home to all manner of vile monsters. Only adven-
living creatures, and that makes them menaces. turers and Deathwarden dwarves go down there. Most
—Ghosts have such different outlooks on things people are happy to stay in the city where it’s safe.
that they can’t be reasoned with or understood. They Because they were often originally travelers or the
shouldn’t try to foist their opinions into the politics of children of travelers, humans in Manifest are gener-
a living city. ally worldly in their views and are more tolerant of dif-
ferent races and cultures than are people who cloister
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themselves into small, isolated communities from GNOMES


which they never roam. The gnomes in Manifest are often craftspeople or tin-
kers who construct odd machines like the shellcraft
ELVES AND HALF-ELVES manikins (see the Equipment section in Chapter 1:
Elves and half-elves comprise about 18 percent of the Rules). Gnomes are not native to the lands of this
city’s total population. They would probably be even region, so all those found in Manifest trace their ances-
more numerous if their attention wasn’t drawn to the try to lands very far away.
Spirit Wood rather than the Veil of Souls. Gnomes comprise seven percent of Manifest’s pop-
The cosmology of Manifest proves that elves are dif- ulation and tend to keep to themselves in the Mer-
ferent than everyone else, and they wear their differ- chant Ward and Phantom Hill areas.

CHAPTER 2:
THE CITY OF
ences as a badge of honor. Even the least arrogant elves

MANIFEST
think it fitting that their dead spirits do not go to the HALF-ORCS
same reward as everyone else’s. Elves are special Orcs and other evil humanoids only rarely come close
(“better,” they say) and won’t let the members of other to the city perched at the edge of the realm of the dead,
races ever forget that fact. and thus half-orcs are uncommon. Those that one does
Still, there are ghost elves in Manifest, for just as find in the city are frequently the scions of an unfor-
ghost humans and the other races don’t have to travel tunate encounter with the Tyuug-Numau tribe (see
immediately to the Veil of Souls, ghost elves do not Monsters in the introduction).
have to join with the Spirit Wood right away. Once Half-orcs make up three percent of the city, at best.
they are in the area, they can spend time adjusting to They face prejudice and distrust in some quarters of
their new condition (and even trying to rejoin the the city and sometimes can only find work as spies or
living, if they so desire). agents for orcs outside of the city (working, for
Living elves in the city usually make their homes in example, for Tayr Yunnis—see The Tombyards, below).
the Forestview ward. Many others, however, live in the
Spirit Wood and come into Manifest to work and
trade. They are somewhat aloof, and most prefer not to ADVENTURERS IN MANIFEST
speak with anyone other than elves about the comings Adventurers are common in Manifest. They are well
and goings within the Spirit Wood. Going down below accepted by the common folk, both because they are
the city (particularly to the Veil of Souls) makes most needed to help protect the Ghostwalk caravans and
elves extremely uneasy. Not only do they prefer not to because it was adventurers who saved the city from the
venture away from the surface for long, but their kind yuan-ti 30 years ago.
has no place at the Veil. Some elves, however, feel just Adventurers tend to congregate in the Portal Ward,
the opposite; they go down near—and even into—the for it’s centrally located and functions as the main
land of the dead, for it holds no horror for them. It’s entrance to the mysterious Undercity. They often
not their afterlife, after all. spend time at the Magic Swan Tavern and the Leafy
Branch. Notices for work are posted around the Portal
DWARVES Ward in visible places. If adventurers don’t find any-
Although many dwarves come from the mountain thing of interest there, they can hire themselves out on
clans of the Grumnyr in the Thanaurmar Hills (see the retainer to one of the city’s organizations or explore
Tereppek entry in Chapter 4: Countries), most of the the Undercity on their own, hoping to uncover some
dwarves of Manifest are Deathwarden dwarves (see lost treasure.
The Undercity later in this chapter). Dwarves make up
12 percent of the city’s population, although it seems
like less because so many of them dwell beneath the THE CITY
city. Those who live on the surface usually stick to the A trip to Manifest can be a very strange experience to
Portal Ward. those who have never been there before. Although
remnants of an older city wall remain, there are no real
HALFLINGS barriers keeping one out—only the thick growth of
Many of the halflings in Manifest are travelers who the surrounding Spirit Wood and the Morvanthalus
work on the caravans that transport the dead to the River (the “river of dead friends”) provide any sort of
city. Some of these caravan drivers get to know Mani- perimeter. Following one of the three roads into the
fest well, going back and forth to the city two, three, or city, a visitor would likely notice no special qualities or
even four times in a month (depending on where they auras about the area. And unless someone tells them,
are coming from). they’d never realize the very laws that govern reality
Halflings make up about 10 percent of the city’s pop- are different here.
ulation. Those who live permanently in the city do not Built around the literal entrance to the land of the
cluster in any particular area; they are fully integrated dead, Manifest is no mere metaphor—it hovers at the
into all the wards. brink of oblivion. The city is a way station for both the
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Manifest
N
CHAPTER 2:
THE CITY OF
MANIFEST

15
The Tombyards
10

13 33
12 8
3 35
14 4 32
1 2 11 Forestview
6
7 31
Portal Ward
25 23 24 21 5 34
22 9
Market Ward 30
26 28
27 29

17 19
18 16
1. Grand Portal 21. Herbal Elixirs
2. Temple to Aluvan Phantom Hill 22. Erned, Scribe
3. Temple to Dracanish Shellhand's Armor
23. Shellhand’s
4. Angel’s
Angel's Wings 24. Leather Goods
5. Deric’s
Deric's Weapons Chason's Cheese
25. Chason’s
6. Eariun’s
Eariun's Trinkets 20 26. The Callers
7. The Watch House 27. Green Livery
8. Bank of Manifest 28. Yurnst Sisters
9. Dras’s
Dras's Wondrous Devices 29. The Tinshop
10. Magic Swan Tavern Walker's Bowery
30. Walker’s
11. Leafy Branch 31. Lumber Yard
12. Armed Yard 32. Blueleaf
13. The Gray House 33. Red Candleshop
14. Rest Laphen's House
34. Laphen’s
15. The Lair 35. Ox and Stag
16. Heldon’s
Heldon's Dreams
Howling
17. Ustis Bakery
Vale
18. Piran Sedestadel
19. Ren’s
Ren's Place Monastery 0 500 1000 1500
20. The Tower Theater of Kreel
Scale in feet

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living and the dead. Here the Veil is at its thinnest, of health and vigor. The nicely maintained cobble-
ghosts walk the street among the living, and the dead stone streets—almost always filled with throngs of
come back to life with surprising ease. Despite these people—are kept free of trash or waste by well-paid
goings-on, Manifest is also a functioning city, with all city workers.
the resources and requirements that suggests. Visitors here can find all manner of shops, not to
Each ward has an atmosphere all its own, but some mention the largest concentration of inns and taverns
things are true throughout the city. Wherever you go in in the city. Since Manifest is a city with a large tran-
Manifest, you are likely to find dozens upon dozens of sient population, these range from fine hostelries to
statues seemingly staring at you. There are statues on cheap flophouses (although even the flophouses are
pedestals wherever traffic will allow, busts placed on all relatively clean and stylish in the Portal Ward).

CHAPTER 2:
THE CITY OF
the cornices, and reliefs carved into the façades, mold- The Portal Ward is the largest section of the city, and its

MANIFEST
ing, framework, and foundations of every building. warder is the most influential member of the Council of
Manifest has a resident population of about 22,000 Warders. Currently, the warder is Jaesicha Millicen
people, about one-third of whom are ghosts. Add to (female human Com10), a tall, elegant woman with a
that another 10,000 nonresidents occupying the city at natural charisma but no special training. She is a devout
any given time, here to bring corpses from other cor- follower of Aluvan and finds herself at odds with the
ners of the world, meet with the ghosts of dead friends Guild of Morticians (whose concerns deal mostly with
or family (or occasionally enemies), or just earn some corpses) and the Yisa-khardomas (whose concerns often
gold working as merchants or other transient occupa- favor ghosts over the living). Jaesicha is the foremost
tions (like being adventurers), and you have a good- advocate for the living in Manifest and attempts to con-
sized city. Racially, Manifest is more cosmopolitan than cern herself with the common people who live and work
many cities, with significant numbers of humans, elves, in the city in order to keep it functioning—beyond
gnomes, halflings, and dwarves among the population. the people who work in industries or in organizations
There are even a surprising number of orcs and that deal specifically with Manifest’s unique nature.
other wild humanoids who come here for the same
reason that the other races do. They tend to lay low and Locations within the Portal Ward
keep to themselves rather than draw attention to their The following entries detail locations of interest in the
presence. It’s not uncommon at all to find a gnoll Portal Ward:
wrapped tightly in a hooded cloak, seeking his tribe’s P1. The Grand Portal: This huge, dwarf-built tower
dead chieftain with one final message, or a lizardfolk lies at the center of the ward and of the entire city. City
shaman bringing his own dead to the Grand Portal streets spiral out from this strangely built tower, the
under the protection of an alter self spell. doorway of which marks the start of the final leg of the
The city is divided into five wards, each managed trek known as the Ghostwalk—the path from the land
and governed by a warder. The Council of Warders of the living to the land of the dead.
meets weekly to discuss city issues and, more or less, The Grand Portal is two hundred feet high, made of
rules the city. Theirs is a very limited power, however, black basalt, and decorated with silver gilt. Like all the
for they can make no decision regarding the city that other buildings, it is covered with statuary. Vague
violates the Manifest Accord or any of the treaties and shapes seem to rise up and out of the dark tower, but
agreements made with the Arboreal Guardians (see the details seem to be different to every eye. Some
City Government and Laws, below). people see gargoyles, others angels, demons, or simply
people—it is considered a very good omen to see the
THE PORTAL WARD image of someone you love among the shapes on the
The Portal Ward is the central hub of the city, where Grand Portal.
most of the people live and work. When visitors come Most of the building is a single open room entered
to the city, this is where they always go first. immediately upon crossing its threshold. (The interior
Built around the Grand Portal itself, wherever you are walls are similar in construction and appearance to the
in this ward, you can see this strangely shaped spire. The tower’s exterior.) A huge spiral stair leads down into
cobblestone streets wind up and around the hill from the earth in the center of this large chamber, guarded
which the tower rises, creating an almost spiral path by 10 elite Deathwarden dwarves. This is the begin-
amid shops and homes built in an older time, when the ning of the path to the Veil of Souls (see The Undercity,
city was not divided into wards. The buildings are mostly below). The only portions of the tower separate from
made of gray stone and are old enough that most of the this single chamber are a few small rooms in the rear
woodwork involved, particularly the wood shingle roofs, where 10 more Deathwarden dwarf guards rest and
have been replaced several times. You won’t find many store extra weapons.
abandoned or run-down buildings here in the hub of the P2. Temple to Aluvan: The two main temples in the
city. Although old, the buildings are well kept. city (this one dedicated to Aluvan and the other to Dra-
Statuary in the Portal Ward tends toward the classi- canish) are located in this ward, near the Grand Portal
cal, the figures appearing hale and hardy—in the peak itself. Each is a vast complex staffed by hundreds of
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clerics, acolytes, laypeople, and guardians. Aluvan’s who are unwilling to accept the harsh realities of life
temple is a tall, sweeping structure with white marble and, of course, death.
pillars and painted statues of the hundreds of saints Wares: The clerics here sell any potion that can be
devoted to the god. It is sometimes called the House of created by a cleric, as well as divine scrolls of any spell
Sanctuary. The staff of this temple has a policy of help- of 3rd level or less, at market price. Further, characters
ing anyone in need, particularly ghosts. able to pay can get any spell of 3rd level or less cast for
Johm Quiston (male human Clr17) is the high priest them at any time for 80 gp per spell level. With 1d2
of Aluvan in the House of Sanctuary. Johm is a quiet, days’ notice, a cleric is available to cast any spell of 4th
soft-spoken man who secretly would rather be out to 8th level at 150 gp per spell level. Spells of 9th level
exploring the Undercity or fighting against the are not available, as Mearlis does not cast spells for
CHAPTER 2:
THE CITY OF

undead of Xaphan. However, he takes his duties seri- hire. All necessary components must also be paid for
MANIFEST

ously and would never abandon the temple for a fool- by the character requesting the spell.
hardy quest. He is quite fit for a man in his fifties and P4. The Registry: This small, simple building sit-
still has a full head of black hair. ting in the shadow of the Temple to Aluvan is often the
Wares: Any potion that can be created by a cleric, as first stop for any visitor to Manifest (whether they are
well as 2d8+5 randomly determined divine scrolls, are living or dead). Notes, sealed letters, small trinkets,
available here at any given time. Adventurers may and messages of all descriptions hang from every inch
obtain these at market price (in the form of a donation of wall, ceiling, and rafter space. These are notes left by
to further the church’s good work). Moreover, charac- ghosts who, newly arrived in the city, want to leave a
ters with enough gold can get any spell of 3rd level or message for any living friends or relatives who might
less cast for them at 70 gp per spell level (available at follow them to Manifest. Without some clue, it could
any time), or any spell of 4th to 7th level at 140 gp per take these people the rest of their own lives to actually
spell level (with 24 hours’ notice). Spells of 8th or find a particular individual in such a large city.
9th level require the direct intervention of Johm. It Of course, finding a particular note or message
often takes 1d6+1 days to get a time when he is avail- among those on the walls in the Registry can still take
able for such spellcasting (at 170 gp per spell level). a week or more. The building is staffed by volunteers
These prices do not include any necessary compo- (mostly clerics and laypeople from the church) who
nents, which must be paid for by the character request- make a concerted effort to keep the walls as organized
ing the spell. as possible.
P3. Temple to Dracanish: The other large temple P5. Hall of Farewell: If you’re searching for a ghost
in the city is a glistening palace of obsidian and bronze in Manifest but are having no luck, the Hall of
covered with frescoes of the thousands of cultists on Farewell may be able to aid you. Run by the Yisa-
the march to Manifest—the Great Pilgrimage, as it’s khardomas (see Other Groups and Organizations,
called now (which led to the Dead War). Unlike the below), this two-story office building is filled with
images covering other buildings in the ward (which municipal records pertaining to ghosts. The staff here
generally have calm, if somber, expressions), these (all of whom are ghosts) has lists of which ghosts have
cultists are shown with wild eyes and faces glowing in been arrested, whose bodies have been given over to
religious ecstasy. The followers of Dracanish attended the Deathwarden dwarves and whose still lie waiting
biweekly services here or at one of the eight shrines in the Tombyards, and other such clerical minutia. The
throughout the city. information here consists only of records that would
The Temple to Dracanish has been compared—both be useful to the Council of Warders (or other civic
physically and metaphorically—to a huge black ship organizations), so unless something unusual has hap-
and thus is sometimes called the Ship of Souls. This pened to a ghost, he or she is unlikely to appear in
“ship” supposedly carries the dead to Dracanish, where these papers. But information is collected daily from
he draws them into his embrace for all eternity. no fewer than twenty different offices and organiza-
The high priestess of the Temple is Mearlis Storm- tions, so checking in the Hall of Farewell can save a
shroud (female elf Clr18). To be more accurate, this is searcher plenty of time.
the clone of the original Mearlis, who died and in her Usually, there are four or five ghost adventurers loi-
will denied any attempts at resurrection. This Mearlis tering about the Hall of Farewell. When they see a
was created (through use of the clone spell) by a wizard person who is unable to find any record of the ghost he
named Weur the Ancient (male elf Wiz19), a member or she is looking for, these adventurers offer to help
of the Piran Sedestadel and most likely the most pow- track the ghost down—for a price.
erful mage in the city. P6. Angel’s Wings: This is the most expensive and
Although the faithful of Dracanish and those most lavish inn in the city. Prices for rooms start at 20
devoted to Aluvan get along much better than they did gp per night and go as high as 50 gp. Accommodations
in the days of the Dead War, the clerics in the Ship of include multiroom suites, constant gourmet food serv-
Souls still look down upon their Aluvan counterparts. ice, scented linens and incense wafting through the
They consider them immature and unrealistic fools entire place, in-room facilities, in-room bathing, laun-
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dry services, and a vast selection of rare wines limited to) candlesticks, tapestries,
from around the world. Every fixture and piece of ornate boxes, urns, collections of
furniture in the building is handcrafted, and they monster teeth, jeweled weapons,
all feature images of the inn’s founders or particu- fabulous silk garments, and ingots
larly beloved patrons. of precious metal.
P7. Deric’s Weapons: This simple place is al- Eariun buys any such strange,
most certainly the best weapons shop in valuable objects for no more than
town, yet Deric (male human ghost one-half their appraised value.
Exp7; +12 Appraise, +13 Diplomacy) P9. The Watch House: This is
is no smith. He only buys and sells, the central post for the City Watch.

CHAPTER 2:
THE CITY OF
but he always has the finest weap- About two dozen city soldiers are

MANIFEST
onry—he has a keen eye for his stationed here at any given time,
trade. Deric can tell the enhance- although about half are out on
ment bonus of a magic weapon just patrols. One out of every four
by hefting it. members of the watch is a ghost. The
Wares: Deric stocks all weapons City Watch’s only responsibility is
described in the Player’s Hand- to maintain order. In times of great
book and all common weapons need (such as a riot or a fire) the
listed in the DUNGEON MASTER’s watch is legally able to conscript
Guide (see Weapons in Chapter 8: anyone at hand to help them.
Magic Items) in masterwork The Watch House is a tall,
quality. He also takes special three-story stone structure with a
orders for normal and mas- watchtower built into one corner.
terwork weapons, but these The façade is carved with the image
require at least a one-week of dozens of city soldiers standing on
wait. one another’s shoulders (like a
P8. Eariun’s Trinkets: tremendous human pyramid)—
Short and stout, most people as though their strength is
think Eariun (male half-orc what holds the structure
Com4/Sor1) is a dwarf. The together.
half-orc runs a shop that The building is also at-
buys and sells most any- tached to a long, stone, single-
thing, particularly valuables. story building that serves as a
Thus, adventurers coming jail. The jail has fifteen holding
up from the old ruined cities cells. All the walls, interior
below Manifest’s streets fre- and exterior, are covered
quently stop here and with carvings of forlorn and
attempt to sell anything repentant faces.
they might have found. There is also a Watch Post
Eariun is a shrewd mer- located in every ward that
chant and, whether he is staffs a half dozen watch sol-
buying or selling, always diers.
haggles to try to get the P10. The Bank of Mani-
best price possible. fest: This large edifice appears
Wares: Eariun has all to be well guarded. The
manner of difficult-to- impressive, marble structure
obtain spell components is covered with symbolically
in stock (like 100-gp protective statuary. The door
pearls and expensive, frames are formed by images
well-made mirrors, minia- of burly warriors, the win-
ture platinum swords, and so dow frames consist of watch-
on), and gems, precious ful sentries, and the columns
metals, and jewelry of vari- and molding bear the images
ous values (all available for of mighty spellcasters. All
resale at their appraised these figures seem completely
value). He also carries an and eternally focused on safe-
assortment of other valuables, guarding the institution. But
including (but certainly not security is much more than symbolic at
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the Bank of Manifest. A staff of a dozen professional P12. The Magic Swan Tavern: Named after a local
guards (War1, War2, or War3), are led by a security legend about an immortal swan that lived in a pond
specialist named Jao Gadaen where Manifest stands today, this is a large and
(male half-elf Rog6/Sor5), who always-busy establishment, bustling with
maintains a tight watch. wealthy adventurers and hungry mercenar-
The Bank of Manifest is no ies. There is always music and laughter fill-
normal loan institution or de- ing this place, with the occasional flashy
pository. Wealthy individuals magic spell used to make a point by a cus-
make deposits here to be drawn tomer—unseen servants grabbing drinks
upon after their death by their from trays, dancing lights flaring around
CHAPTER 2:
THE CITY OF

ghosts. Only those with a special the room, or a grease spell appear-
MANIFEST

password (known only to ing under the feet of a drunken


the bank and the depositor) boor. It’s a wild place.
can get access to the funds. Proprietor Thaff Chunny (male
The bank does make loans, human Com2) barely keeps the
but only to ghosts who have tavern under control with the
found themselves in Manifest help of a halfling named Monn
without having had the forethought (male halfling Com1) and a
(or funds) to deposit money there pixie named Winimez, whom
ahead of time. The loan rate is 10%, Monn befriended when he was
compounded monthly, but a penniless a boy. Winimez uses her powers
ghost on the streets of the city sometimes to entertain the clientele.
finds himself in need of cash (although P13. The Leafy Branch: Another
some ghosts get along just fine without it). tavern frequented by adventurers, the Leafy
P11. Dras’ Wondrous Devices: Dras (male Branch is as calm and quiet as the Magic
human Wiz11) creates a variety of wondrous items Swan is uproarious and wild. This is a place
and puts them up for sale here. Due to the value of his MD where powerful and influential people can
wares, Dras keeps them in containers protected with carry out serious discussions in privacy and peace.
arcane lock spells and guards his shop with magical traps. Gaedros the Grim (male elf Rgr2) runs the place left
The shop is decorated with statues of imposing figures to him by his father, despite the fact that he would
(mostly half-orcs and even more unsavory creatures), all rather be out exploring the Spirit Wood. He is
of which are draped with actual pieces of armor (that a friend of the Arboreal Guardians but not an
Dras has not yet gotten around to enchanting) and actual member.
wear suspicious, watchful expressions. One of P14. The Armed Yard: During the
these figures is actually a shield day, this place serves as a training
guardian that aids him in de- ground for all martial types of
fending himself. Dras skills, but three nights a week it
himself is a dark, doubles as an arena where
moody sort of man people can come see (and
with long black hair wager on) fights for
and a short beard. entertainment. The
Wares: Dras identifies fights are not terribly
the powers of magic items dangerous—the com-
for a price of 50 gp per batants use padded
item. Dras sells anything weapons—but they
that he can make (potions, still draw a crowd (2 cp
wands, and wondrous a head).
items), and also buys used The Armed Yard is also
items for half their value. the place one would go to find
At any given time, Dras mercenaries or just hired muscle. Whether
has 1d6+10 items rolled on you’re looking to train at the facility or to hire
the minor (01–60 on d%) or on to a squad, Aarom the Cleaved (female ghost
medium (61–00 on d%) wondrous item dwarf Ftr7) is the person to talk to. She runs the
tables, as well as a like number of place and has the reputation among most
wands (on d%, use minor table 01–50, sword-swingers in town as being tough but fair
medium table 51–80, or major table in her dealings.
81–00). MD

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THE TOMBYARDS T2. Rest: This tavern caters to morticians and is the
This ward consists of long, low buildings that follow center of news and gossip involving the guild. Out-
one after another seemingly to the horizon. These siders are looked upon with disdain and suspicion; they
structures might be mistaken for warehouses—and often find themselves being stared at by every eye in the
after a fashion, they are. More accurately, they could be suddenly silent room. But those who are patient and
called crypts (or at least temporary crypts), for this is unobtrusive enough to mingle well can usually over-
where bodies are brought to lie in state until the hear important news and rumors concerning the guild.
Deathwarden dwarves come to cart them down to the Run by Terrane Kistolnob (male gnome Com5), a
Veil of Souls. On most days, a steady stream of caravans Guildsman (he used to work as a mortician), Rest
arrive in Manifest and come directly to this ward. offers safe and inexpensive seclusion for all members.

CHAPTER 2:
THE CITY OF
The statuary in the Tombyards is the most somber of T3. The Lair: Run by Tayr Yunnis (male half-orc

MANIFEST
all the wards—some call this style “morbid,” as the fig- Ftr7), this secret set of rooms beneath an otherwise
ures look like ones found decorating graveyards and typical crypt serves as a sanctuary and a hiding place
mausoleums in other parts of the world. Still, you will for members of the bestial races that come to Mani-
find no skeletons or other figures that could be mis- fest—if they can afford to pay Tayr’s price (a steep 5 gp
construed to be undead creatures. This is a place of per night). But most of his patrons, who are generally
peace and repose. The ward’s visitors are often shaken desperate to avoid confrontation with the city’s main
by grief, and everything about the buildings is inhabitants or the City Watch, pay gladly.
designed to provide solace and silent support.
The Tombyards is a grim, quiet place, and most PHANTOM HILL
people claim that, despite the spells that should pre- No one remembers why or when Phantom Hill got its
vent it, it smells of death and decay. The buildings are name, although it doesn’t seem too hard to imagine, at
often of gray stone and are either long warehouselike least in general. But the truth is that this area was named
crypts or tall, angular buildings with steep-sloped, long before it became the neighborhood of choice for the
shingled roofs. The streets are dry, finely-packed earth, nonliving community in Manifest. Today, most ghosts
which churns up a fair amount of dust. “live” in Phantom Hill, either wandering its cobblestone
During the day, the place is filled with Morticians’ streets or hiring a small room—usually nothing much
Guild members, mourners, and ghosts looking for more than a closet or even a drawer, unless they feel the
their bodies. Tomb robbers (often in the employ of need to surround themselves with the comforts of their
necromancers) prowl the shadows between the ware- former lives. The ward has its fair share of living resi-
house crypts at night, attempting to break in. To sup- dents, as well, but these are usually families that cannot
plement the insufficient City Watch, the Morticians’ afford to live in the more fashionable districts.
Guild employs their own soldiery to patrol and guard Tyrus Dean (male human ghost Exp3/Eidolon1) is
this ward. the warder of Phantom Hill. He was the first living
The warder of the Tombyards is Savra deSahn (female person to be made the warder of Phantom Hill, but
elf Exp6), a Guildmaster Mortician. She is sometimes shortly after taking office, he was killed in an accident.
mistaken for a vampire, due to her gaunt physique and However, just a few days later, Tyrus returned to work
pale flesh. Nevertheless, Savra is quite alive. as a ghost. Tall, dark, and plump, Tyrus is a member of
the Yisa-khardomas and is one of the ghosts’
Locations within the Tombyards staunchest defenders and effective spokespersons.
The following entries detail locations of interest in the Phantom Hill is a quiet ward, filled with rows of
Tombyards: narrow, stone houses, some two and even three stories
T1. The Gray House: The Tombyards is home to the tall (the larger homes are often divided into separate
headquarters of the Guild of Morticians. This huge, apartments) with wood shingle roofs and shuttered
gothic manor sits on a hill overlooking the ward, and windows. The hill on which it sits rises up out of the
you can see it from almost anywhere in the Tombyards. protection of the Spirit Wood that surrounds Manifest,
It is surrounded by other homes (belonging mostly to so the area is often buffeted by strong, unchecked
prominent morticians). The framework and other dec- gusts of wind.
orative parts of the façade are fitted with statues of Unlike statuary in other wards, Phantom Hill’s carv-
guild members going about their craft. (Vertical lines ings focus less on what the subjects looked like in life
are usually tall, gaunt, well-dressed morticians, while and more on their new ghostly appearances. Anyone
horizontal lines are generally in the shape of coffins or new to Manifest who wants to get a quick, thorough
extremely well-tended and peaceful-looking corpses.) lesson on what different types of ghosts look like
The Gray House is deceptively well guarded. Although would do well to simply look at the architecture in
the average eye might not see them, the grounds are Phantom Hill.
constantly patrolled by hidden guild soldiers, a few The lower parts of the hill are filled with poorer
stone golems, and some charmed gargoyles (and even neighborhoods and are therefore less safe. A few shady
a handful of—quite illegal—animated undead). businesses have begun to open up in these neighbor-
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hoods, but the Watch is doing what it can to keep this in the far corner hasn’t actually helped matters. Ale is
area from developing into a “bad neighborhood.” only 2 cp here, but it’s heavily watered down.
According to most residents, their efforts are failing. H5. The Tower Theater: Built near the very top of
A number of small temples have sprung up on Phan- Phantom Hill, this old building is a theater that has
tom Hill, in order to raise money for their respective weekly performances—alternating between tragedies,
religions by offering raise dead and other clerical spells comedies, and musical acts. Although traveling min-
for hire. There are few other shops or services found strels occasionally come here, usually it is the regular
here, however. The populace makes its way down the “Tower Troupe” performing. Admission is 1 cp for stand-
hill to the Merchant Ward when it needs anything. ing room, 2 cp for a seat. Yanthis Havech (male human
Brd7) is the manager of the theater and the leader of the
CHAPTER 2:
THE CITY OF

Locations within Phantom Hill Tower Troupe. The interior is decorated with statues of
MANIFEST

The following entries detail locations of interest in famous bards and actors dressed in the costumes of
Phantom Hill: characters they were particularly fond of playing.
H1. Heldon’s Dreams: Ghosts who want to recall H6. The Riding Guild: This small building used to be
the comforts of their former lives often go to this inn. a local tavern. Now, it has comfortable chairs lining the
Heldon’s Dreams specializes in using magical illusions walls and a small desk sitting in the middle of an other-
to satisfy the needs of its ghostly clientele. For 10 gp wise empty space. Ghosts who seek a person willing to
per night, a ghost can sleep in his childhood bed, or be possessed come here to meet with prospective hosts.
the bedchamber of the king, attended by illusory ser- The typical arrangement is for a ghost to choose an
vants. Heldon’s is known by its detractors as “the hour-long activity for the host (for example, eat a fine
loneliest place in the world.” meal) and then use the Ghost Ride feat on the host. In
H2. Ustis’s Bakery: Almost every living resident of this way, the ghost can experience the activity. Occasion-
Phantom Hill (and more than a few of the ghostly ally, but only rarely, arrangements are made so that the
ones, as well) makes a stop at Ustis’s Bakery every day. ghost actually controls the host body for the duration of
Talla Ustis (female gnome ghost Com5/Eidolon3) is the session. The ghost normally pays in advance for all
renowned for making the freshest, most delicious incidental fees involved in the requested activity.
breads and pastries in the whole of Manifest. Talla is Once an agreeable ghost-host pairing is found, the
welcoming and friendly, not at all hesitant to use her two register at the desk. They sign a contract stating
telekinetic powers to aid her in her work. that the ghost intends no ill will to the host and that
H3. Piran Sedestadel: This is a small but elegant the host will perform the agreed-upon activities (the
single-story stone building that is notable for not exact nature of the activities is never spelled out in the
having any statuary on it whatsoever. Inside, visitors contract). The ghost then possesses the host, and when
find three clerks sitting behind three desks, but not a their business is completed, they return to the guild to
stitch of decorative furnishings. These clerks are there record that their transaction has been completed.
to manage the affairs of the Piran Sedestadel (see Other A typical host is someone of average looks and abil-
Groups and Organizations later in this chapter). They ity who has no interest in doing real work but is com-
make appointments for spellcasting-for-hire and occa- fortable with having an invisible guest experiencing
sionally for constructing magic items. The clerks are everything he or she does. Some hosts go to great
not spellcasters, merely bookkeepers who inform visi- lengths to make themselves more attractive or more
tors of the prices of the group’s services and keep the appealing to certain interests—for example, cultivat-
schedule of when members will be free to accept work. ing great strength or a particular skill set. These supe-
H4. Ren’s Place: Located at the bottom of the hill, rior hosts can charge higher rates.
this building is notable for being constructed of
lumber rather than stone. It is therefore notably lack- MERCHANT WARD
ing in statuary of any kind (although small, whittled The smallest and newest section of the city, the Merchant
dolls and idols decorate the bar and mantle inside). Ward was once a residential section of Phantom Hill.
Instead, the wooden walls are covered with drawings, After a fire ravaged the entire section about eight years
paintings, and etchings of ghostly figures. These range ago, merchants began building shops and service houses
in quality from passably artistic renderings to barely in the area. Soon, it was declared its own ward under Her-
recognizable shapes apparently scrawled under the vest Mul (male human ghost Com5/Eidolon4), an unfor-
influence of a few too many ales. tunate soul who lost his home and his life in the flames.
This cheap alehouse is quickly gaining the reputa- Hervest is still the warder today. He usually stays out of
tion of being a good place to find criminals, hired controversial political issues, focusing his efforts on the
muscle, or contacts in the Golden or even the Gold only love he retains from life: making money.
Knife (see Other Groups and Organizations later in The Merchant Ward has the look and feel of any
this chapter). It’s a rare night when a fight doesn’t mercantile district, aside from the presence of ghosts,
break out in the place, and the knife-throwing target of course. Shops of stone and wood are built along
that Ren (female human ghost Rog3/Eidolon2) hung wide cobblestone streets made narrow by the presence
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of vendors with wooden stands and carts. Statuary in M6. The Callers: This messenger service takes
the Merchant Ward tries to capture the essence of packages or messages anywhere in Manifest for a cost
daily life. It shows figures involved in all sorts of activ- of 1 sp per package weighing up to 5 pounds (it costs 1
ities, most notably shopping (usually for whatever sp for every pound over the first 5). Jyssea Newcorn
wares are for sale in that particular building). (female human Com2) is the head of the business, as
The ward teems with people during the day, but is well as a Quiet Shepherd in the Knights of the Quiet.
mostly quiet at night. The City Watch patrols here fre- She is very young and extremely intelligent.
quently and in great numbers, looking for thieves. This M7. Green Livery: Relald Webser (male human
might be the newest ward, but it is also the one Mani- Com3) sells, buys, and tends horses, mules, riding dogs,
fest most depends on for future growth. and oxen. He also rents and sells carts and wagons.

CHAPTER 2:
THE CITY OF
Every bit of statuary around Green Livery features the

MANIFEST
Locations within the Merchant Ward subject riding or tending a mount of some sort.
The following entries detail locations of interest in the Because he has such close contact with the caravans
Merchant Ward: that come and go through the city, Relald also acts as
M1. Herbal Elixirs: This establishment sells po- an agent for available, relatively unskilled laborers
tions, as well as less costly (and far less effective) herbal (hiring for positions as porters, pallbearers, animal ten-
remedies and other concoctions. ders, and the like) who find themselves looking for
Wares: Those with the money can purchase any work during their stay in Manifest. He can usually line
potion listed in the DUNGEON MASTER’s Guide for its up employers with employees within two days. He
market value, as well as alchemical special items listed takes a 10% cut of all employee salaries for the first
in Goods and Services under Equipment in Chapter month to pay for his services.
1: Rules. M8. Yurnst Sisters, Alchemists: Igona and Gretor
M2. Erned, Scribe: Ashton Erned (male halfling Yurnst (female humans Sor2) and Inia Tohm (female
Wiz8) lives and works in this small shop, creating and elf Exp7) work here, creating alchemical mixtures for
selling scrolls. He once did other scribe work, but gave it sale. They also offer various services for object identi-
up for the much more lucrative trade of scrollmaking. fication, as well as advice on personal matters (they do
Wares: Roll 4 times each for minor, medium and not purport themselves to be fortunetellers, but rather
major arcane scrolls (in both the DUNGEON MASTER’s concerned advisors). Igona and Gretor are sisters, but
Guide and under Magic Items in Chapter 1: Rules of they have recently let Inia into the business because,
this book) to determine what Ashton has in stock at while they are semicompetent spellcasters, she has a
any given time. He also makes scrolls to order (for a greater grasp of alchemy.
10% fee above the usual cost). Wares: Igona and Gretor sell all alchemical items
M3. Shellhand’s Armor: Vaos Shellhand (female found in the Player’s Handbook, keeping at least 5+1d20
elf Com7) works as an armorer, making all sorts of of each item in stock at all times.
metallic armor and shields. She also buys and resells M9. The Tinshop: Ostensibly the shop of a tinsmith,
used armor. Vaos is secretly a member of the Quiet this is actually the workshop of a number of gnomes
Knights and is noticeably less pleasant to living cus- who construct shellcraft manikins for ghosts to inhabit
tomers who travel (or are known to travel) with ghosts. (see the Equipment section in Chapter 1: Rules of this
She is downright rude to ghosts, but will not bald- book). This is a fairly new invention, and the gnomes are
facedly refuse their business, or their gold. not entirely sure of the legality of it. Thus, they operate
M4. Leather Goods: This simple storefront is man- from the tinshop and sell their incredibly expensive
aged by Tara Hiller (female human Com1). As the (they start at 250 gp) inventions to wealthy ghosts.
name suggests, the place sells all sorts of leather goods,
from armor to bags and from belts to boots. Tara gets all FORESTVIEW
her wares from a tannery located in the Tombyards A mostly residential district, the Forestview ward is
(located well away from the central portion of the city located on the eastern end of the city, near the edge of
because of the smell involved with tanning leather). the Spirit Wood. The buildings here are mostly made
M5. Chason’s Cheese: This simple cheese shop and of wood, and the streets are dirt rather than cobble-
dairy is actually a front for a criminal gang that works stone. There are fewer actual statues in this ward than
in burglary, mugging, and occasionally extortion. any other, but most houses have reliefs carved into
Chason (male halfling Rog6) is both proprietor and their façade. In this way, the imagery of Forestview is
head of the gang. There’s a secret room in the back that the most reflective of modern sensibilities (since the
they use for a hideout and a place to stash loot. Chason owners have the opportunity to change the styles or
and his followers are not members of the Golden and subjects decorating their buildings every time they
thus must hide from both the authorities and the require repairs or additions).
guild. One statue on each wall of the building’s façade Trees still grow among the buildings, and the whole
has peepholes set into its eyes to allow Chason to keep ward has a healthy, natural feeling, generally free of
an eye on the street outside. the smells of the city. The streets of Forestview are
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rarely crowded—a few vendors hawk wares amid the F4. Red Candleshop: This small candlemaker’s
pedestrians, selling fresh baked goods, colorful cloth- shop is run by an unassuming fellow named Shail
ing, or freshly sharpened cutlery from carts they wheel (male human Wiz9). His wares are not especially artful
throughout the district. or well crafted, but he still manages to eke out a living.
The warder of Forestview is Milla Kreshton (female In fact, the store is merely a front. Shail is a necro-
human Ari7), the daughter of a duke in Salkiria who mancer from Xaphan who keeps a number of ghouls
gave up her noble lineage to live and work in Manifest. locked in the cellar beneath his shop. At night, he
She is short, plump, and a natural leader. Milla has no sends them out on raids to the Tombyards in order to
obvious preference for either the living or ghostly bring back bodies for him to use in his twisted exper-
members of her community and is considered to be iments. Shail’s laboratory can be reached only by going
CHAPTER 2:
THE CITY OF

the most unbiased member of the Council of Warders. past the ghoul lair and down a deep shaft. He has a
MANIFEST

half-made flesh golem stored there, as well as a small


Locations within Forestview number of zombie servants. Shail has seen Piotran of
The following entries detail locations of interest in the Blueleaf (see above) poking around his shop after
Forestview: dark—Piotran may not be
F1. Walker’s Bowery: long for this world.
Undari Walker (female F5. Laphen’s House:
half-elf Exp5) runs a shop There is no sign to mark
that carries only materi- it—you have to know
als directly attached to where you’re going to
the making and use of find Laphen, a powerful
bows and arrows. She sorcerer (he prefers the
produces fine quality term “warlock”). Laphen
stock, particularly her (male elf Sor14) works as
masterwork and mighty a sage and a spellcaster
(and, of course, mighty for hire. He knows a
masterwork) bows. wide variety of useful
F2. Lumber Yard: spells and has a large
Red Heddrick (male collection of scrolls for
dwarf Com3), a mus- spells he does not know.
cular, red-haired dwarf Laphen casts spells for
missing two fingers on others, and even makes
his right hand, runs potions, wands, or staffs to
this lumberyard with order (for the prices listed
great care. Red has ar- in the Player’s Handbook).
ranged for his lumber- F6. The Ox and Stag:
jacks to always work Known throughout the city
side-by-side with mem- for superior craftsmanship, the Ox
bers of the Arboreal Guard- and Stag is a huge smithy that works in
ians so as to insure that they only fell trees that are safe all sorts of metals. A full dozen workers toil here every
to cut down and never those that are actually resting day and keep the numerous forges continually in use.
places for elf spirits. As a result, it is considered good Anywhere in Manifest, if you ask for a recommenda-
luck to purchase timber from this establishment, and tion for someone to craft a weapon, a suit of armor, or
Red’s business continues to grow by leaps and bounds. a fine gold urn, you’re likely to be directed to the Ox
F3. The Blueleaf: This tavern is a good-sized estab- and Stag.
lishment that serves food as well as ale. Its exterior is Wares: The smiths at the Ox and Stag take only special
carved with a detailed forest scene in which it is often orders and never buy merchandise; they only craft it.
difficult at first glance to tell whether a particular
figure is an elf or a tree. The Blueleaf is one of the few
places frequented by both the Arboreal Guardians and CITY GOVERNMENT
the local townsfolk. The clientele is usually at least 50 AND LAWS
percent elf, and the owner, Piotran Lorestrae (male elf As mentioned previously, Manifest is governed by the
Com4), is an elf himself. Council of Warders, one representative from each of
Piotran is tall and thin, with a hawkish nose and the city’s five wards. They have established and main-
brown hair tied into dozens of long, beaded braids. He tained the latest version of the city’s laws, which are
suspects that Shail is no simple candlemaker—he’s not particularly long or draconian, but are occasionally
heard strange sounds coming from the shop in the unique in their wording, including references to (and
middle of the night (see Red Candleshop, below). sometimes special exceptions for) ghosts.
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Order is maintained by the City Watch, a constabu- Trials in Manifest, particularly murder trials, are usu-
lary force of almost 120 warriors and fighters (most of ally quick and simple, because often the deceased can
whom are 1st level, although a few are as high as 3rd), be called as a witness. Magistrates do not hesitate to
with a rarely used emergency auxiliary force of use spellcasters-for-hire to discern lies, detect thoughts, or
another 400. Because so many of the visitors to and use other magic if available and deemed necessary.
residents of Manifest wield magic, the watch also
employs six sorcerers and wizards of 3rd to 5th level
who help patrol and deal with offenders. These spell- OTHER GROUPS AND
casters are equipped with spells like web and charm ORGANIZATIONS
person to help deal with criminals, and spells like see Manifest has more than its fair share of interesting

CHAPTER 2:
THE CITY OF
invisibility and detect evil to help watch for them in the and unique organizations, some of which wield a great

MANIFEST
first place. Likewise, even the nonspellcasters are deal of power and influence in all matters throughout
armed with potions that heal, allow them to see invis- the city.
ible creatures and items, or even to become invisible
themselves. GUILD OF MORTICIANS
Both the Guild of Morticians and the Yisa-khardo- There are no funerals in Manifest, nor is there a grave-
mas employ their own troops, as well. While the City yard. Still, the city positively teems with morticians—
Watch resents that fact a bit, they do not act to stop the word simply means something a little different
them, for in truth, they occasionally need assistance here. The Guild of Morticians is an extremely powerful
from these other groups. The morticians help keep the organization uniting all the people in Manifest who
tomb robbers in check, while the Yisa-khardomas help handle, preserve, dress, care for, repair, watch over, and
keep unruly ghosts in line. catalog the dead bodies so prevalent in the city—all
the people, that is, except for the Deathwarden
CRIME AND PUNISHMENT dwarves (see below). Most work in the Tombyards, so
Crimes in Manifest are divided into two kinds: Serious that is where you can find the guild’s headquarters, the
and Minor. There is no prison in Manifest. Accused Gray House. Some members, however, work at the
criminals are held for a trial in the jail at the Watch city’s main entrances, helping with the caravans of
House in the Portal Ward. If convicted, minor crimi- cadavers, and still others work at the Grand Portal, get-
nals are fined (usually between 10 and 100 gp) or ting the Ghostwalkers on their way.
penalized in some way that seems to bestow equity on Enrollment in the guild is about 1,400 individuals,
the situation. Convicted serious criminals are exiled to living in all areas of the city. The guild’s hierarchy is
Thurkasia or Bazareene (it’s rumored that some of divided into Corpsemen (also called, informally,
these criminals eventually end up being shipped to barrow boys and sometimes pallbearers), Guildsmen,
Xaphan, but there is no proof of this). Guildmasters (also called Knights of the Cadaver), the
Guild Elders, and the head of the guild, the Chill Gray.
Serious Crimes There are twenty Guild Elders; each is an influential
Animating a dead body or otherwise causing the creation of
an undead creature
member of Manifest society, respected and feared
Murder of an unwilling humanoid (not in self-defense) among the rest of the populace. They wear black, wide-
Destruction of an unwilling ghost (not in self-defense) brimmed hats to mark their station.
Kidnapping or abduction of a humanoid It is interesting to note that in a city where death is
Attacking a humanoid who is weaponless (not in self-defense) not feared, the Guild of Morticians is. Because of the
Theft involving more than 20 gp practical (not to mention religious) implications of the
Theft of a cadaver disposition of one’s body after death, the guild wields
Destruction of property involving more than 20 gp
power beyond even that of the legal authorities. If
Minor Crimes some mishap were to “accidentally” occur with one’s
Theft involving less than 20 gp body—if it were to be mislaid, sent to the Veil of Souls
Mutilation or harm to a cadaver prematurely, or (worst of all) stolen by necro-
Attacking a humanoid who possesses a weapon (not in mancers—that person’s entire life (not to mention
self-defense) afterlife) might be forfeit.
Destruction of property involving less than 20 gp Phineod Charaston (male half-elf Exp4/Nec8) is the
Aiding a serious criminal or in any serious crime
current Chill Gray, an old half-elf with withered fea-
Not a Crime tures and a very grim outlook on . . . well, everything.
Carrying a weapon Most people consider Phineod to be the wealthiest
Casting a spell (unless its effects accomplish any of the individual in the city, and his gothic mansion high
above listed crimes—note that dominating the mind of a atop Phantom Hill stands as testament to that fact.
person has on occasion been considered “kidnapping” by To help protect the Tombyards and to further their
the magistrates, depending on the circumstances)
Attacking and killing a “monster”
own ends, the Guild of Morticians employs their own
group of around 100 soldiers, called the Cortege
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Guard. These troops patrol the Tombyards (especially ful in selecting what corpses to use, for their reputa-
at night), guard the Gray House, and serve as body- tion is based on safely storing and retrieving all
guards for Guild Elders and other important members. bodies entrusted to their care. Still, when the tomb
The Guild of Morticians would like to think that the robbers do make a successful raid, it occasionally hap-
number of the Cortege Guard is a secret, but most pens that a few additional corpses are also reported
people know about them and their reputation for “missing.”
calm, calculated ruthlessness. Most of the guards are Morticians are often quiet, dour individuals.
elves or humans, and they often divide into racially People believe them to be cold because of the casual
segregated units when on patrol. way that they look at death, and sometimes that per-
ception is correct. Members of the guild often wear
CHAPTER 2:
THE CITY OF

Cortege Guard Elf: Male and female elf War1; CR gray or black, along with the symbol of the guild—a
MANIFEST

1/2; Medium-size humanoid; HD 1d8; hp varies (see small black coffin—prominently on their chest, arm,
text); Init +3; Spd 20 ft.; AC 18 (+3 Dex, breastplate), hat, or lapel.
touch 13, flat-footed 15; Atk +5 melee (1d8+2, master-
work longsword); or +4 ranged (1d6+2, masterwork YISA-KHARDOMAS
mighty composite shortbow [+2 Str bonus]); SQ low- Based on two much older groups (the Yisa-komas and
light vision, sleep immunity, resist enchantment; AL the Khardon Court), the Yisa-khardomas is an organ-
LE; SV Fort +2, Ref +3, Will +0; Str 15, Dex 16, Con 11, ization of the living and the dead that presides over
Int 12, Wis 10, Cha 8. and governs the ghosts of Manifest. It also is the
Skills and Feats: Climb +2, Jump +2, Listen +2, Spot strongest group advocating their interests. Members
+4; Weapon Focus (longsword). have one sympathetic ear (Tyrus Dean, warder of
Resist Enchantment: +2 bonus on saves to resist Phantom Hill) who speaks and acts on their behalf on
enchantment magic. the Council of Warders.
Possessions: Breastplate, masterwork longsword, mas- One of the major duties of the Yisa-khardomas is to
terwork mighty composite shortbow (+2 Str bonus), keep troublesome ghosts in line. The organization
20 arrows, potion of cure light wounds. wants to make sure that ghosts do not break laws or
engage in activities that make all ghosts look bad.
Cortege Guard Human: Male and female human Members help ensure that ghosts have a better
War1; CR 1/2; Medium-size humanoid; HD 1d8+2; hp chance of being treated fairly (perhaps even well) by
varies (see text); Init +1; Spd 20 ft.; AC 18 (+1 Dex, the living. To better carry this out, the Yisa-khardo-
masterwork banded mail, small wooden shield), touch mas employs a small force that its members call the
11, flat-footed 17; Atk +5 melee (1d10+2/19–20, Tardane. The Tardane is a group of individuals (some
masterwork bastard sword); or +2 ranged (1d8/19–20, living, some ghosts) who specialize in dealing with
longbow); AL LE; SV Fort +3, Ref +1, Will +1; Str 15, ghosts. They usually have a fair bit of magic to back
Dex 13, Con 14, Int 11, Wis 12, Cha 8. them up, either in the form of spells, items, or both.
Skills and Feats: Climb +0, Intimidate +3, Jump +0; They enforce the Ghostlaws (see below), which do
Exotic Weapon Proficiency (bastard not differ strongly from the regular laws of
sword), Weapon Focus (bastard Manifest (see sidebar).
sword).
Possessions: Masterwork banded
mail, small wooden shield, master-
work bastard sword, longbow, 20
arrows, potion of cure light wounds.

The Guild of Morticians is linked


very closely with the Dracanish reli-
gion, and many members are sympa-
thetic to the Quiet Knights (see below).
Their greatest enemies are the Necro-
mancers of Night Alley (see below), who
attempt to sneak into town and steal
cadavers.
Nevertheless, people in Manifest also
whisper rumors that some of the
guild members are necromancers
themselves. If this is true (and it is,
but very few below the rank of Guildmaster MD
know about it), the guild must be very care-
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Typical Tardane Agent: Female human Wiz7; CR 7; Members of the Yisa-khardomas are often vehement
Medium-size humanoid; HD 7d4+7; hp 25; Init +6 (+2 in their opinions, and their opinions usually deal with
Dex, +4 Improved Initiative); Spd 30 ft.; AC 14 (+2 Dex, equal rights for ghosts. They wear normal clothes, but
ring of protection +1, amulet of natural armor +1), touch 13, each proudly displays a pin with a stylized symbol.
flat-footed 12; Atk +3 melee (1d4/19–20, dagger); or +5
ranged (1d4/19–20, dagger); AL N; SV Fort +3, Ref +6, THE ARBOREAL GUARDIANS
Will +6; Str 10, Dex 14, Con 13, Int 19, Wis 12, Cha 10. This group of rangers and druids is mostly made up of
Skills and Feats: Alchemy +12, Concentration +10, elves. They live within the Spirit Wood (specifically,
Knowledge (arcana) +12, Knowledge (local) +12, Scry within the Hidden Palace Glen) and tend and watch
+11, Spellcraft +12; Brew Potion, Combat Casting, Im- over the trees and the forest as a whole. Characters fol-

CHAPTER 2:
THE CITY OF
proved Initiative, Lightning Reflexes, Scribe Scroll. lowing the road through the forest and into Manifest

MANIFEST
Possessions: Wand of magic missile (26 charges), head- most likely won’t ever see any of the Guardians. But
band of intellect (+2), ring of protection +1, amulet of natu- those who leave the road and wander into the woods
ral armor +1, scroll of true seeing, 6 daggers, 87 gp. are certainly watched and may eventually be
Spells Prepared (4/5/4/3/2; base DC 14 + spell level): approached. Harm a tree, and the Guardians are cer-
0—daze, detect ghost, detect poison, resistance; 1st—detect tain to be there to defend their charges and drive off
secret doors, mage armor, magic missile, protection from pos- (or kill) the offenders.
session, unseen servant; 2nd—cat’s grace, daylight, invisi- There are about 120 Guardians, although not all of
bility, see invisibility, web; 3rd—dispel magic, ectoplasmic them can be found in the Hidden Palace Glen (or even
web, nondetection; 4th—fire shield, ghost bane weapon. the Spirit Wood) at any given time. Some, of course,
Spellbook: 0—daze, detect ghost, detect magic, detect can be found in Manifest, buying supplies or perform-
poison, disrupt ectoplasm, flare, read magic, resistance; 1st— ing other business. Despite their influence in the
detect secret doors, mage armor, magic missile, protection Spirit Wood, the Arboreal Guardians wield little
from possession, spider climb, unseen servant; 2nd—blur, influence in the city, nor do they care to. They have no
bull’s strength, cat’s grace, darkvision, ethereal alarm, flam- particular allies or enemies among the other organiza-
ing sphere, invisibility, levitate, see invisibility, web; 3rd— tions, but they despise undead, yuan-ti, and other
dispel magic, ectoplasmic web, forced manifestation, traditional enemies of Manifest as much or more than
lightning bolt, nondetection, persuade to manifest, water the citizens do. Danger to the city means danger to the
breathing; 4th—dimension door, fire shield, ghost bane Spirit Wood—and that draws the attention of the
weapon, hold person or ghost, scrying. Guardians.
Adventurers are most likely to encounter a lone
The other major duty that the organization has is to Arboreal Guardian scouting through the woods or in
unite ghosts with living visitors to the city looking for the city gathering information. The Guardians attempt
them. In the Portal Ward, there is a two-story building to keep abreast of news as much as they can and are
near the Grand Portal that is called the Hall of always willing to trade information with someone
Farewell. Here, the Yisa-khardomas work with who seems like a reputable source.
records and registrations to find missing ghosts for Balabek (male half-elf Drd18) is the ancient druid
living visitors. master of the Arboreal Guardians and has been for the
The one major problem that the Yisa-khardomas has last 130 years. He is thought of mostly as a loner—a
is its current divided leadership. Forged long ago from hermit, really, who speaks more with animals than
two separate groups, there are still those in the ranks of with people.
the Yisa-khardomas that believe that no living being
should be a part of the group and thus follow a very old THE KNIGHTS OF THE QUIET
ghost named Rin Yomas (male human ghost (THE QUIET KNIGHTS)
Com6/Eidolon5). The rest of the membership follows An order of knighthood open to all (not just those tra-
Kara Pahrash (female human Com4), a descendant of ditionally classified as knights, such as fighters or pal-
the original leader Pahrash who believes that only an adins), the Knights of the Quiet believe that there
integrated Yisa-khardomas can bring about a truly should be a clear line between life and death. Specifi-
integrated city. cally, they find the presence of ghosts in Manifest to be
pqqqqrs
THE GHOSTLAWS
1. No ghost shall harm or kill a living thing. with powers that inadvertently destroy property shall take imme-
2. No ghost shall cause suffering to another ghost. diate steps to prevent this from happening.
3. No ghost shall steal from either the living or the dead. 5. No ghost shall possess a living creature.
4. No ghost shall cause destruction of property. Those ghosts 6. No ghost shall terrify or haunt a living creature.
pqqqqrs
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an abomination. This brings them into direct (and


sometimes literal) conflict with the Yisa-khardomas.
The Quiet Knights are a secret soci-
ety, its membership—in fact, its very
existence—unknown to many or-
dinary citizens. Some people theorize
that the Knights have pen-
etrated all levels of gov-
ernment and society, but
most think that’s just
CHAPTER 2:
THE CITY OF

paranoia. The order has


MANIFEST

members from every


social stratum of the
city’s permanent, living
residents (most of
whom are at least slight-
ly prejudiced against
the ghost population,
anyway).
The knights are
organized into small
cells, each cell is led by
a single individual
called a Quiet Shepherd.
Yeddayne Stonebank (fe-
male dwarf Ftr9) is the
current Hushed Mistress,
the acknowledged leader
of the order as a whole.
She is a wealthy retired
mercenary living in the
Portal Ward who keeps
her role in the Knight-
hood a carefully guarded secret. The various Quiet
Shepherds meet in a secret basement at her home an intelligent magic staff of power called the Horned Staff
about once every other month. There, they plot assumes control of the group when necessary, direct-
actions, rumors, and political agendas in order to fur- ing the mages’ actions in times of dire trouble (for the
ther their cause. Piran Sedestadel or the city). Most of the time (in fact,
sometimes for decades) the Horned Staff keeps silent,
PIRAN SEDESTADEL but when it speaks, the Piran Sedestadel listen. Despite
The Piran Sedestadel is as close to a mage’s guild as the strangeness of the situation, the members have
Manifest has to offer. Formed almost 300 years ago, learned to trust in the staff ’s wisdom and advice. For
while the current city was just being built, the original example, it was at the Horned Staff’s encouragement
Piran Sedestadel were Tereppekian scholars who came that the mages crafted the Seven Crowns.
to study ghosts in Manifest. The single most important
result of this endeavor was the identification and THE NECROMANCERS OF NIGHT ALLEY
development of a new subtype of spells called Ecto- With the thousands of dead bodies that can usually be
mancy (magic directly affecting ghosts). found in the city, the presence of so many ghosts, and the
Over the years, the number and power level of the close proximity to the land of the dead itself, it’s small
members grew. The group never has sought political wonder that necromancers are drawn to Manifest. How-
power in the city; rather, they have kept to their stud- ever, as was pointed out earlier, necromancy—specifically
ies. During the Liche War, they pooled their power and the animation or use of dead bodies in magical rites or
engaged in a mighty ritual that created the minor arti- the creation of undead—is strictly forbidden.
facts known as the Seven Crowns. Night Alley is a long, dark backstreet that spans the
Today, the group works with ghosts to study and fur- border between the Tombyards and Phantom Hill. Long
ther develop magic dealing with ectoplasm and other ago, a group of necromancers used to work here, hiring
ghostly traits. The Piran Sedestadel has about eighty criminals to steal bodies and kidnap ghosts for their
members, but the group has no formal leader. Instead, experiments. Night Alley was long ago “cleaned up” by
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the City Watch, but the name was so evocative that it was The Gold Knife
adopted by other necromancers, most of whom have The Gold Knife is a small, sinister subgroup within the
never even been to that particular street. Golden. These are assassins who kill the living for
Now, the term is used to refer to any of a number of money (or permanently destroy a ghost for a good deal
necromancer criminals who seek to use corpses and more money). Sometimes, meticulous clients employ
spirits to further their own ends. While many of these them to do both—kill someone and then track down
nefarious individuals do work in concert, at least from and kill his ghost when it turns up.
time to time, many more do not. Each necromancer Penl is against giving aid and succor to the Gold Knife
keeps his or her own private laboratory hidden some- (they clearly violate Rule 1), but they are a secret group
where in or under the city. within an already secret group. No one ever knows

CHAPTER 2:
THE CITY OF
Deep in the Catacombs (see below) lies a place exactly which members of the Golden are also members

MANIFEST
called the Gathering of Thanatos, where various necro- of the Gold Knife. Their leader is a man named Marz
mancers sometimes gather to practice their art (male human Rog7/Asn8), but that fact may be the best
together. This is a place teeming with skeletons, zom- guarded secret in all of Manifest. It’s said that only he
bies, and other undead creatures, as well as the crimi- knows the entire roster of the Gold Knife.
nal tomb robbers and ghostnappers employed by the Contacting the Gold Knife is tricky. A potential
necromancers. However, even many of these criminals client must somehow find their agents in one of the
are undead themselves. Ghouls in particular gather shadier parts of the city—the Merchant Ward or the
here late at night, then move in packs to the Tomb- lower parts of Phantom Hill. But once the Gold Knife
yards. Skulking about, wrapped tightly in cloaks and accepts a job, they make as many attempts as necessary
using balms and perfumes to mask their deathly to ensure success. It is said that they have never failed
stench, these ghouls seek easy ways to break into the to carry out an assassination.
crypts and steal some bodies. Some of these, they bring
back to the Gathering of Thanatos to sell to the necro- THE MERCANTILE LEAGUE
mancers, but others they keep . . . and consume. This confederation of businessmen is sometimes seen
as a rival of the Morticians’ Guild. This is really a bit of
THE GOLDEN an overstatement, though. This much newer group
Despite the strange name, this group is actually noth- does not have half the clout of the Morticians. Still,
ing more than a thieves’ guild. It is dangerous to most of the merchants in town belong to the league.
attempt burglary or mugging in Manifest without first Their council is elected from their membership and
getting approval from the Golden—the group has laid meets above a shop in the Merchant Ward.
claim to these particular activities and does not take The league is important because it has access to
kindly to freelancers poaching on their territory. money (both in Manifest and abroad) and therefore
Among local thieves, the Golden’s enforcers are more can sometimes afford to buy influence. If the Golden
feared (and more thorough) than the City Watch. are hitting league merchants too hard in a given
Penl Varth (female halfling Rog14) is the leader of the month, they might hire some mercenaries or adven-
Golden and does not allow her physical stature to impact turers to do something about it. Since the Golden
her reputation for ruthlessness and cunning. Still, she doesn’t want that, the mere presence of the league
has her compassionate side, as well. Penl laid down the insures that member businesses are never hit overly
first two most important rules adhered to by the guild: hard by burglars or robbers.

1 Only draw blood in self-defense; a dead mark earns


nothing to steal. THE UNDERCITY
2. Never steal from a thief. Twice in the history of Manifest, the entire city has
been destroyed, with a new city built atop the old. This
These rules accomplished two things. First, they actu- has resulted in a significant number of subterranean
ally garnered a strange sort of public support for the areas, still roughly organized into streets and buildings.
Golden. If Golden thieves don’t kill, and they work to In other words, a whole buried city—two, actually.
police the streets, removing thieves who are not mem- Everyone knows about the Undercity. It’s not
bers (and thus might be willing to kill), Manifest as a uncommon for the cellar of a surface structure to actu-
whole becomes a safer place. Second, they encouraged ally be the ground level of a buried building—com-
the members of the guild to begin to trust, cooperate plete with access to the underground street. Most of
with, and even rely on one another. These rules make these have been boarded up or otherwise sealed (to
the guild possible. prevent subterranean creatures from finding their
The Golden have a secret lair in the Undercity (see ways into people’s homes). But if you look hard
below). It is guarded by well-paid mercenaries (mostly enough, it’s not that difficult to find a way into these
warriors, fighters, and rogues), as well as elaborate and old buried sections of Manifest’s past.
cunning traps. Almost 150 thieves belong to the Golden. These unlit avenues tell a history of the city, of old
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wars and times of peace, too. Unfortunately, this is not set of row houses, some half-collapsed, as their secret
a place for historians—the Undercity is fraught with base. Because they are row houses, there are many
danger. Bandits and other criminals make their secret entrances, but the group has all but two of them
lairs here, in the deep reaches where no one goes. Hor- trapped with poisoned spring-darts and collapsing
rible beasts and monsters also wander the buried streets ceilings. They use just one to go in and out—the other
and the natural caverns to which they now connect. is their secret way out, to be used only if one of their
Even without the buried layers of urban settlement, enemies ever tracks them to their lair.
the areas beneath Manifest would still be honey- The streets of the Undercity eventually run into a
combed with natural passages, caves, and natural cata- series of natural limestone caves and tunnels. These vary
combs. Underground streams have carved through the greatly in size—in some places, even the smallest
CHAPTER 2:
THE CITY OF

rock here for thousands of years, producing limestone halfling has a difficult time squeezing through an open-
MANIFEST

caverns and winding tunnels. Of course, the presence ing or crawling down a tunnel. In other places, the water
of the land of the dead deep below the surface here has carved out vast caverns filled with dripping stalag-
might have had some supernatural influence on their mites and lime-encrusted columns. Water-filled pools,
creation, as well. cold underground streams, and thick patches of fungus
The Undercity is really two different places. There and slime are common in these damp caves.
are the buried streets and natural caves (usually called These caves are home to all the usual types of sub-
the Catacombs), and there is the path down to the Veil terranean creatures. But where these monsters usually
of Souls, known most commonly as the Ghostwalk. are only found extremely far from civilization, the tun-
nels make it possible for them to now wander only a
THE CATACOMBS few feet below the streets of modern Manifest. On
Stretching out mostly beneath the Portal Ward, the occasion, one or two even find their way up into the
subterranean streets of the buried cities connect to a city streets (almost always at night). Adventurers are
vast series of natural tunnels, mainly under Phantom always encouraged to spend any free time they have
Hill, but extending far to the south (much farther than exploring the Undercity (and hopefully killing any
has ever been explored). monsters that have taken up residence there).
The buried streets are usually about fifteen or twenty
feet wide but only about ten feet high (in some places, Gathering of Thanatos
they are much lower than that). Rubble lies every- This dismal cavern is accessed from the lowest levels of
where, often completely choking off a passage. The the buried city—then going down from there. It lies
streets are winding and difficult to predict (particu- below the western portion of the Portal Ward. The cave
larly since collapsed or blocked areas are common). itself is 300 feet across and 60 feet high. In the center of
Most of the old buildings are filled with rubble or are its broken, uneven natural floor lies a round building of
completely collapsed. A few, however, are open. While black marble columns and dark stained glass. The archi-
some of these serve as basements and cellars for struc- tecture is covered in macabre carvings and statues—
tures above, most are completely sealed off from the skulls, bones, and symbols of death and undeath.
surface—man-made caves. These make excellent hide- This strange structure is the secret meeting place of
outs for gangs and criminals. the spellcasters generally referred to as the Necro-
There are rumors that enclaves of ne’er-do-wells mancers of Night Alley. The seemingly quiet cavern
have set up thriving communities beneath the streets teems with undead, located in a dungeon complex
of Manifest. Others say that the Piran Sedestadel have built beneath the rotunda. The building itself provides
used their spells to shore up and light one area three a meeting room, a laboratory, and some living quarters
blocks square and two stories high that they now use for almost two dozen necromancers, although they are
as a secret library and retreat. Perhaps most disturbing not all here at once. All of them have personal quarters
of all is a small but persistent supposition that the and laboratories hidden in the city above—the loca-
Deathwarden dwarves do not take all corpses down to tions of which they usually keep secret from one
the Veil of Souls. Rather, the rumor goes, they pass another (necromancers are generally a suspicious and
their own judgment as to whether or not a particular untrusting lot).
individual deserves to have his body in the afterlife, The dungeons hold large chambers for storing cor-
and those corpses they deem unworthy are simply poreal undead, which are packed in as if they were
stacked in the Undercity like so much cordwood. crates. There are also sepulchers where wraiths, shad-
The truth, though, is much more mundane. Some ows, spectres, and other incorporeal undead gather
small groups have managed to set up residence in the and wait until they are needed by their living masters.
Catacombs, but these are never either comfortable nor There is even a lich named Rissachatiros
completely safe. For example, a woman named Mavyrs (Wiz12/Clr6) who controls a large portion of the dun-
(female half-elf Rog5) runs a gang of 13 cutthroats and geons. It’s likely that the lich seeks to eventually usurp
thieves (six War1, seven Rog1) who are hiding from control of the complex, but for now, he allies himself
both the authorities and the Golden. They use an old with the necromancers.
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Undercity: Upper Level


(Newer Undercity)

CHAPTER 2:
THE CITY OF
MANIFEST
Grand Portal

The Tombyards Devil’s Cellar

Forestview

Market Ward

HQ
of the Golden Phantom Hill

Key Xastarcholos’
Hoard
Oo Oozes
UN Undead
BT Brigands / Thieves
OR Orcs
MI Minotaurs
LI Lizardfolk 0 200 400 800
ES Ettercaps / Spiders
Scale in feet

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Lastly, the dungeons hold a few living captives, nec- pesky band of adventurers) happen upon the site. The
essary for study and experimentation. These poor souls sentries use secret paths and passages to get back
were abducted from the city streets above, and it’s much more quickly than the intruders can.
likely that they will never see the
light of day again. The Chimes of Time
The Gathering of Thanatos is Sixteen years ago, a gathering of
filled with horrible soul-damning mind flayers thrived beneath the
traps and life-essence protections. city. Powerful adventurers slew
For example, there are areas that many of them and drove the rest
living creatures simply can- away. What they found when the
CHAPTER 2:
THE CITY OF

not enter unless an invisi- illithids left was a huge set of


MANIFEST

bility to undead spell is bronze chimes, 20 feet high, sus-


cast on the character. pended in a tall cave. When these
The necromancers chimes are rung, strange
are closely aligned random magical effects occur,
with the forces on Xa- all having to do with minor
phan. There is a large readjustments to the flow
temple to Orcus in the of time. For example, an
center of the round build- inanimate object might
ing where ghastly rites suddenly age to dust,
are performed (another events of the last 10 min-
reason why living captives utes might suddenly re-
are kept in the dungeon). play themselves backward
A few grave robbers and and then forward again, or a
criminals in the employ of character might disappear
the necromancers know for a minute—actually
the location of the Gather- having been sent 60 seconds
ing of Thanatos. Most, into the future.
however, are not en- No one knows how to
trusted with such a control these effects. All
secret and meet with attempts to dismantle
their employers else- and remove the chimes
where in the Cata- ended in complete failure.
combs. In fact, it is fearfully So far, they have proven to be impervious to all
whispered among the lackeys that anyone who does known spells.
find out where the cavern lies eventually gets invited Thus, the chimes hang in this cave, alone and
to “participate in an important experiment” and is unused. Occasionally, adventurers exploring the area
never seen or heard from again. investigate the chimes or are hired to escort a sage or a
wizard so that he or she can study them for a time.
Headquarters of the Golden What no one suspects, however, is that the routed
The Golden, the city’s primary thieves’ guild, keeps its mind flayers want their chimes back and intend to
headquarters in the buried city. They use what was return soon to drive away the human cattle so that
once an entire city block, including a tavern, a number they may get back to their own work with the chimes.
of houses, and a school. The thieves use these build-
ings much as they were originally intended—as The Devil’s Cellar
homes, as a gathering place, and as a training facility. A powerful party of adventurers, with earth-moving
The tavern is still operational under its “new manage- spells at their command, once dug an exploratory shaft
ment” and is now called Onethumb’s Place, named for its down from a portion of the buried city in hopes of dis-
proprietor, “Onethumb” Mugree (male half-orc Rog4). covering a way into a rumored ancient treasure vault.
The tavern has an attached theater where the Golden Their attempt failed (general opinion is that no such
holds formal guild meetings. vault exists). A group of bandits with delusions of
The school is used to train young thieves. A large grandeur much later decided to establish a hideout for
sampling of locks, traps, and other devices are there to themselves in the Undercity. To accomplish this, they
practice upon, as well as trainers who test their went down the shaft, now known as the Devil’s Cellar,
charges’ lockpicking, listening, and sneaking skills. and they worked for well over a year, digging out cham-
The entire headquarters is well guarded, and look- bers spreading from the central shaft at different levels.
outs are stationed far down the access corridors to The group disappeared one day, never to be heard
allow plenty of warning should the City Watch (or a from again. No one was greatly surprised, since they
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Undercity: Lower Level


(Older Undercity)

CHAPTER 2:
THE CITY OF
MANIFEST
Grand
Portal
The Gathering
of Thanatos

Key

MA Manticores
MI Minotaurs
UN Undead
NE Necromancers
OR Orcs
NA Naga
HA Hag 0 200 400 800
ME Medusas
Scale in feet

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really were no more than bungling fools. But to this not give any indication one way or the other. In fact,
day, no one knows to which of the many subterranean the Deathwarden dwarves steadfastly refuse to discuss
dangers they fell prey (see The Devil’s Cellar adventure with outsiders any of the details pertaining to the
in Chapter 6: Adventures of this book). Ghostwalk.

Xastarcholos’ Hoard The Deathwarden Dwarves


It has long been rumored that an ancient black wyrm The Deathwarden dwarves are truly the key to the
named Xastarcholos lives in the caverns beneath Man- enigma of the Ghostwalk, and perhaps to the secrets of
ifest. Rather than draw attention to himself, however, the land of the dead itself.
they say he always comes to the city in his human
CHAPTER 2:
THE CITY OF

guise, buying what supplies he needs, then disappear- “When the world was young, the mountains were tall and
MANIFEST

ing underground for years or decades at a time. straight. The rivers were shallow, but the sea was very deep.
As it turns out, these rumors are true, except for the Animals and beasts played amid the trees for the sheer joy of
fact that Xastarcholos is not a black dragon—he is gold. existence. The gods looked down upon their creation, the land
Unfortunately for the dragon, rumors have also begun of the living, and they were pleased. Other gods looked upon
to spread that he has gathered a vast hoard in his lair. their creation, the land of the dead, and they, too, were
These rumors are also true, but the last thing that Xastar- pleased. Only one thing was missing—a path to join the two
cholos wants is greedy explorers plumbing the depths worlds. Unguarded and untended, the gods of life and death
of the Undercity, looking for some evil dragon’s hoard. saw that much chaos would ensue if this were not rectified. So
In order to keep such meddlesome treasure seekers Chaniud came to Durann and spoke with her of her charges,
away, the good-aligned Xastarcholos has put in place a the dwarves.
great number of illusions and nonlethal trickery traps “‘Give to me, give to the world, some small number of these
designed to divert adventurers away from his lair. mortals. I will set them apart from the others and give unto
When particularly determined parties come around, them great gifts in return for their service.’
he has been know to approach them in his human “But Durann said no. ‘For such a request, one such as I can-
guise. Claiming to be an experienced treasure hunter not make the decision. You must ask the dwarves themselves.’
himself, he offers to join the group (for a share of their “So Chaniud came to the dwarf king named Thunar and
booty) and subtly diverts their attentions away from said to him, ‘I want your people to become the guardians and
his horde and toward one of the other valuable finds wardens of the gate of life and death. This is the most important
hidden in the Undercity. of all tasks, and we can trust no one else to do it, for the path lies
deep within the earth and rock from which you were born.’
THE GHOSTWALK “Thunar thought long and hard. ‘We will do this for you,
Below Manifest there is an underground path that was but only after our own fashion. We will gird the entrance in
ancient before the city was first built—a path known an impregnable fortress, and we will guard the path that
around the world as the Ghostwalk. It was well worn leads to it. We will not enter the land of the dead, at least not
when the now-buried buildings of the first city were until our own times come.’
shining and new—and it is still functioning and in good “So Chaniud took Thunar and his people and brought
repair centuries after those same buildings crumbled them to the border of life and death, which the dwarves
and were buried from living memory. More ancient than named the Veil of Souls. Thunar became the first of the
the Grand Portal that serves as its entry, the Ghostwalk Deathwarden kings, a line that continues unbroken to this
leads from the surface world—the world of the living— very day.”
to the land of the dead. It passes through collapsed aban- – From the Libram of Death Lore
doned streets and natural caves, but it also passes
through corridors and huge chambers whose architects Not everyone believes that this tale is accurate.
remain a complete and utter mystery. Some claim that the Deathwarden dwarves took their
It is possible that the Deathwarden dwarves created position upon themselves and continue their service
these places—created the Ghostwalk path itself—but only because of a sense of pride. Others say that the
no one knows for sure. For their part, the dwarves do dwarves gain some sort of benefit from their work at
pqqqqrs
WHY STEAL A CORPSE?
The most common answer is to sell it to a necromancer. Since But there are other reasons. Sometimes, thieves “kidnap”
the Morticians’ Guild ensures that dead bodies are extraordi- bodies and hold them for ransom, particularly if they know that
narily well guarded while they wait in Manifest, necromancers there is a loving family member or a ghost willing to pay to
must steal (or pay others to steal) the materials necessary to protect a body. This can be a tricky proposition, since ghosts
work their magic and animate the dead. have a natural sense of where their bodies are at all times.
pqqqqrs
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CHAPTER 2:
THE CITY OF
MANIFEST
TB

the Veil of Souls—perhaps a better reward in the after- mation regarding current goings-on in the Undercity
life—or that they may be atoning for some sin com- as a whole (and along the Ghostwalk in particular).
mitted in the distant past by their forebears. As Members of the Guild of Morticians manage when
mentioned earlier, the dwarves are not talking—so (and which) bodies are brought to the Grand Portal
speculation is the only thing available. and take their “charges” only just that far. At the Grand
Most folk in Manifest will never see Deathwarden Portal, the dead are placed into the Deathwarden
dwarves unless they go near the Grand Portal—where dwarves’ care. This is where friends and family (if
the dwarves gather to escort dead bodies down to the any) pay their last respects. The dwarves, as always,
Veil of Souls. This journey takes about three days, for are acutely respectful of the dead and of the mourn-
the Veil of Souls is very deep underground. The way is ing of loved ones. Although some have described the
fraught with danger; various forces (necromancers Deathwarden dwarves as cold, it would perhaps be
looking for bodies, yuan-ti attacking out of spite, and more accurate to simply say “somber,” or even just
subterranean monsters acting from pure instinct) wait “dedicated.”
in ambush. From time to time, when activity along the The dwarves pull narrow carts on which they
Ghostwalk is particularly heavy, the Deathwarden arrange the dead bodies as reverently as possible.
dwarves hire adventurers or mercenaries to help them These carts have iron wheels and flexible axles,
guard their “cargo.” The Deathwarden dwarves seem to making them very efficient for moving underground.
have a very good sense of when there is danger on the The passages, tunnels, and caves that make up the
Ghostwalk and when there is not. People who develop Ghostwalk, however, are usually wide and clear of
a rapport with the dwarves (quite a difficult task—it debris, so the carts can move along easily. When a cave-
takes years for an outsider to prove his or her reliability in happens, the dwarves are quick to repair it or devise
to the Deathwarden dwarves) use them to gather infor- an alternate route.
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The Great Pillar Cave watched as, only a few feet above the ground, it strikes
The Ghostwalk leads right through a natural cavern of some invisible thing and is suddenly swept away.
great size (well over 1,000 feet across) filled with natu- It’s a river of air. More than just a tunnel that chan-
ral rock columns that extend from the cave floor to the nels the wind, this underground phenomenon flows
ceiling, almost 100 feet overhead. The cave is the around the caves near the Veil of Souls, acting in all
home of a colony of hundreds of darkmantles, making ways like a river—except that it is made of air, not
it dangerous—and usually deadly—for anyone water. There is even said to be a cave where there is an
attempting to pass through. “airfall” rather than a waterfall, where the river of wind
However, those accompanied by the Deathwarden plunges down into a deep pool of churning air. But the
dwarves pass through the cavern unmolested. Some Ghostwalk does not pass through such a cavern, and
CHAPTER 2:
THE CITY OF

time in the past, the dwarves must have made a pact the Deathwarden dwarves do not break from their
MANIFEST

with these creatures, although it’s difficult to imagine duty for a fool’s errand, such as seeking it out.
how. Nevertheless, the darkmantles never attack the
dwarves or anyone journeying with them. The Null Zone
Right before reaching the Veil of Souls, the Ghost-
The Magma Dome walk passes through the Null Zone—a wide expanse,
In one sulfurous, foul-smelling cave that the Ghost- covering many caves and passages, where magic does
walk passes through, it becomes quite apparent that not function. The entire area is gripped in what seems
there is volcanic activity deep below Manifest. In the to be a naturally occurring antimagic field. While out-
middle of the cavern lies a tremendous crater about 75 siders traveling along the path often consider this to
feet across. Rising from the crater is a dome, the sur- be a major inconvenience, the Deathwarden dwarves
face of which glows yellow and white hot, making the clearly breathe a sigh of relief once they reach the
air in the room uncomfortably sweltering. zone. Not only does it mean that they are almost to
Those brave enough to approach the dome may hear their destination, it also means that attack from necro-
the sounds of superheated liquid rock bubbling below mancers and their animated dead servants is no
its surface—every once in a while they might even see longer likely. Even foes as dangerous as the yuan-ti are
a blast of the material splashing against the inside of much less threatening without their spell-like abili-
the dome. As gas rises from the earth, it becomes ties and psionics.
trapped in the dome and forces it to stretch higher and What causes the Null Zone? No one knows for sure.
thinner. In living memory, the formation has grown Likewise, no one has ever made an effort to map the
from a man-sized magma bubble into the towering zone’s boundaries, though it is assumed to surround
dome it is today. Someday, this dome will fill the cave the Veil of Souls in a ring roughly a quarter-mile in
and continue pressing onward (or perhaps even burst, radius. It may very well be the presence of the land of
filling this and surrounding caves with a lake of lava) the dead itself that causes this effect. However, the
and the Ghostwalk will have to be rerouted. Zone ends before the Ghostwalk reaches the Veil of
It’s not unheard of to encounter creatures like tho- Souls.
qquas, magma mephits, steam mephits, magmin, and No one has ever found a way to the Veil of Souls that
even salamanders here. doesn’t pass through the Null Zone first—the effects
seem to extend even into the Astral Plane. Teleport and
River of Wind other spells that allow magical transport always
As one gets closer to the Veil of Souls, the terrain deposit people on the far side of the Null Zone.
becomes more and more unnatural. It is an undeniable
fact that one is drawing close to a place of great mysti- The Veil of Souls
cal and metaphysical importance—the land of the The gatehouse known as the Veil of Souls is actually a
dead. One such unnatural wonder is the River of Wind. vast underground fortress, home to hundreds of
As the Ghostwalk nears its end, travelers hear a rush- Deathwarden dwarves. The Veil of Souls is shaped like
ing, babbling sound and see a deep trench running a horseshoe, with the entrance on the inside of the
through the middle of the cavern ahead. Most people curve. The back end of the curve is built into a huge
mistake the sound for a fast-moving underground stone wall, beyond which lies the land of the dead.
stream, and this thought seems to be borne out by the Once through the well-guarded entrance, a Ghost-
fact that the Deathwarden dwarves have built a sturdy, walk caravan takes its cargo into the Moribund Pas-
somber-looking bridge to span the chasm. sage, a long hall, 80 feet wide, lined with statues of
But those who look down while on the bridge see no heroes, kings, queens, and other people of import—
river. They hear it, though—the unmistakable sound all dead and all having passed through the Veil of
of water rushing over rocks. Many a visitor has taken Souls (both in body and spirit). Here, a great many
out a copper piece, dropped it from the bridge, and ghosts pause, not quite ready to make the final pas-

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sage through the Veil. These ghosts sometimes spend brigands and thieves minotaurs
days or even weeks here, chatting with each other carrion crawlers mohrgs
and the Deathwarden dwarves (or other Ghostwalk- chokers monstrous spiders and
dark nagas ettercaps
ers) that pass through. They are obviously nervous doppelgangers necroplasms
about going to the land of the dead—they know that ectoplasmic vermin orcs, gnolls, ogres, and
after they enter, they cannot come back. gargoyles trolls
Once through the Moribund Hall, characters come gelatinous cubes rust monsters
to the Veil of Souls itself. Within a great stone arch, it ghouls and ghasts skeletons and zombies
seems as though the well-crafted dwarven walls gray oozes (controlled by an evil
green slimes necromancer)
simply give way to a natural rock passage filled with

CHAPTER 2:
hags vampires

THE CITY OF
mist. Two Deathwarden dwarves stand at the point

MANIFEST
hieracosphinxes wights
where the walls end and warn the living, “If you pass lamias wraiths and spectres
through the Veil, you will never return.” Neverthe- lizardfolk yuan-ti
less, the dwarves themselves pull their carts through manticores yuan-ti tainted ones and
into the mist. They never ask any hired hands to per- medusas broodguards
form this task.
No one knows what lies beyond. Presumably, the In the damp caverns below the river and Phantom
dwarves come back after unloading their cargo— Hill, the following monsters have been seen.
people in Manifest have seen (and talked to) the same
members of the Deathwarden clan at the start of aboleths goblins and hobgoblins
dozens of separate trips down the Ghostwalk. But ankhegs gray oozes
basilisks gray renders
none of the adventurers or mercenaries who have beholders green slime
helped on the journey have ever seen anyone walk black dragons gricks
back out from beyond the Veil. bugbears grimlocks
The rest of the fortress is a sweeping structure of chuuls minotaurs
tall, finely crafted chambers lit by ever-burning mag- cloakers necroplasms
ical torches. Although they appear to have actual cockatrices ochre jellies
flames on their ends, these torches consume no darkmantles red dragons
delvers ropers
oxygen and cannot be used to start fires (except on dire apes shambling mounds
the ends of other magical torches). dire badgers stone giants
There are large banquet halls and meeting rooms ectoplasmic vermin troglodytes
throughout the structure, but there never seem to be ghosteaters trolls
festivals or meetings. It is a very quiet place, akin to a giant ants umber hulks
mortuary; in truth, that’s what it is, for the Death-
warden dwarves are really the ultimate morticians
(not to imply that they have any direct relationship THE SPIRIT WOOD
with the Guild of Morticians in the city above). “The trees, they sway in the wind with the grace of something
The dwarves have their own almost completely that once ran across fields and danced in the moonlight.”
self-sustaining community here. The Veil of Souls is —Tadus Tyneweaver
a city unto itself. It has its own water supply and its
own food supply (the dwarves farm edible fungus, The spirit of an elf is somehow fundamentally different
although they prefer food from the surface when from that of a human, halfling, gnome, or dwarf. Not
they can get it). Deathwarden craftspeople fashion born of the earth, elves do not return to the earth when
beautiful but somber stone and metal objects here, they die. In other words, the spirits of dead elves do not
although, for obvious reasons, wood is quite scarce. travel to the realms of the dead below the earth—instead,
The dwarves seem content to carry out their duty and they fade into the Spirit Wood that grows around the
live their lives here, at the edge of death itself. entrance to the path down to the Veil of Souls.
Some of the most powerful and willful elves retain a
CREATURES OF THE UNDERCITY manner of consciousness within the trees, with many
All manner of creatures inhabit the subterranean elf spirits joined to a single tree. These trees can move
realms. Drawn by the nearness of the city, the traffic and act with their own mysterious wills.
along the Ghostwalk, and the ready-made lairs and Watching over and protecting this forest of passed elf
homes, creatures and beings native to underground spirits is a close-knit band of living druids, rangers, and
areas choose to live beneath Manifest (as do some that others called the Arboreal Guardians (Vi-inu Thardei in
usually prefer life on the surface). the Elven tongue). Not all of the Guardians are elves,
In the Catacombs, you may find the following crea- but the majority of them are. In addition to these guard-
tures, NPCs, and dangers. ians, an entirely elven organization called the Spirit-
song Court also convenes within the wood. These
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high-ranking elder elves (some living, some dead) from is the Monastery of Kreel, a fellowship of monks ded-
all over the world gather here in secret to discuss the icated to contemplating the meaning of life and death.
most important, most secret matters relating to their Where better to reflect upon these concepts, they
people. The Spiritsong Court is never countered or believe, than at the verge of “the mouth of death” (as
defied by any elf, for all elves know that, not only are they call it) itself?
the members of the court wise and learned, but they are The Kreel Monks generally keep to themselves, yet
able to consult with virtually any elf that has ever lived paradoxically, they are very hospitable to strangers.
in the process of making their decisions. Travelers coming from the south who have no hope of
Despite the Guardians, the Court, and the generally reaching Manifest by nightfall are encouraged to
peaceful nature of the wood, this is not a place of com- spend the night in the monastery rather than travel
CHAPTER 2:
THE CITY OF

plete safety. In fact, the living (particularly those not of through the woods in the dark. For a small donation to
MANIFEST

elf blood) would do well to avoid entering the wood help fund their cause, the monks feed and put up
after dusk. In the light of the moon, the trees become (clothe, treat, and otherwise help, if necessary) travel-
more active and more willful. They distrust outsiders, ers—the standard donation is 5 sp. They are, however,
and with good reason—in the past, many witless living swift and harsh in their judgment and punishment of
folk have attempted to attack and destroy this forest. anyone threatening the tranquility of the monastery.
In addition to the spirit trees themselves, the woods Inith Donaralson (female human Mnk20) is the
teem with life, and some of it is quite dangerous. Dire head of the Order of Kreel. She appears to be some-
animals, owlbears, gray renders, wyverns, and various where in the neighborhood of 50 years old, but is actu-
beasts (magical and otherwise) roam the woods. While ally much older. Inith does not use her extraordinary
most are not evil, they are predatory nonetheless, and abilities, preferring not to let on how capable she truly
living in the Spirit Wood seems to make them extra is—nor that she has actually transcended mortal flesh
bold when it comes to hunting intelligent prey. and perfected herself. She forbids the monks of Kreel
to take an active hand in affairs outside the
THE HIDDEN PALACE GLEN monastery—at least as a group. Kreel, the order’s
Somewhere within the Spirit Wood lies the Hidden namesake, was a monk who was disintegrated while
Palace Glen, home of the Arboreal Guardians and the fighting in the Liche War, and thus the Kreel Monks
Spiritsong Court. Without the aid of magic (divination attempt to learn from his mistakes and remain apart
spells of 4th level or higher) or guidance from the Arbo- from the affairs of those outside.
real Guardians, this glen is impossible to find—it moves
throughout the wood, and the trees act to confuse, block, HOWLING VALE
and subtly redirect the path of unauthorized travelers. Deep within the Spirit Wood, where only a few are
The glen itself forms the palace in which the elves permitted to go, there is a place of anger and torment
and the Guardians live. It is a huge, multistory maze of called the Howling Vale. This dark place is filled with
living trees forming themselves into walls, floors, arch- twisted trees, elaborate web mazes created by giant
ways, staircases, and even occasionally doors. These spiders, and angry ghosts. Elf spirits, bitter because
halls provide not just shelter but sacred meeting places of their death, their life, or both, inhabit this haunt-
where the living members of the Spiritsong Court con- ed place.
sult with the dead. Each hall and passage is marked by The Arboreal Guardians attempt to maintain a
a different herbal fragrance—that is how the inhabi- perimeter around the Howling Vale, patrolling close-
tants of the place actually find their way around. ly to keep the unwary from wandering into great
Without the scents, navigation would be impossible, danger and to stop the darker forces within the Vale
no matter how long someone lived in the palace—the from getting out and wreaking havoc on the rest of
maze constantly changes according to the ebb and the wood. The Guardians often find themselves in
flow of the seasons. conflict with not only angry ghosts, but also the mon-
Aside from well-trained guards, the Glen is pro- sters that are drawn to the hatred and spite found in
tected by a host of animals (some of them awakened). the Vale—creatures like driders, evil dragons,
Thran, a powerful awakened dire bear, commands the medusas, hags, dark nagas, worgs, and occasionally
animal protectors. He, in turn, answers directly to Bal- beholders or even demons.
abek (male half-elf Drd18), the ancient druid master of At the heart of the Howling Vale, guarded by a pack
the Arboreal Guardians, who dwells deep amid the of howlers led by an evil elf ghost named Tharkiss
roots of the Palace Glen itself. (male elf ghost Ftr7/Wiz8), stands an ancient statue
of a weeping elf woman. Although carved from wood,
THE MONASTERY OF KREEL it has not weathered at all—the carving still seems
South of Manifest, at the edge of the Spirit Wood, fresh (although the figure is overgrown with moss
stands a round stone structure topped with a pair of and lichen). No one knows who this woman is or who
bronze minarets. It is always quiet there, and the trees carved the statue. It is clearly of importance to
seem to keep it eternally sheltered from the wind. This Tharkiss and—somehow—to the entire Vale.
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here are many new and unique aspects that set the
Ghostwalk setting apart from other D&D worlds. Con-
sequently, running a campaign using this material
can be challenging. Yet at the same time, for the same
reasons, running a Ghostwalk campaign can be
extremely rewarding for both you and your players.
“When you die, you don’t have to stop playing”—
that’s the core idea behind Ghostwalk. When characters
die during an adventure in or near (or under) Manifest,
the PCs immediately become ghosts that the players
can keep playing. This is a new facet to playing the
game that creates all sorts of interesting situations.
Dungeon Masters should always keep the core idea
in mind when running a Ghostwalk campaign. Don’t let
this unique aspect of the setting become commonplace
and unspectacular to your players.

STARTING A
GHOSTWALK CAMPAIGN
The first thing that you need to decide as a DM with
this product in hand is how you’re going to use it. Is
Manifest a city that the PCs will visit (possibly in an
extended stay), or is it their home and the focus of
the campaign? Will you add it to an existing setting,
or will you use only what’s provided here? And once
the action begins, what sort of campaign are you
going to run?

THEMATIC CAMPAIGNS IN MANIFEST


There are as many types of D&D campaigns as there are
gaming groups. Some people like to make campaigns
out of completely episodic adventures (one story
having little or nothing to do with the previous or
next). Others prefer campaigns that focus on a specific
theme, and the PCs’ actions in one mission have reper-
cussions that will affect all future adventures (and
shape the development of the entire campaign setting).
The unique nature of the city of Manifest makes it well
suited to both styles of play—there’s something for
everyone in the city on death’s doorstep.
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Dungeon Crawls Things get only more complicated when you start
The basic unit of currency in the D&D game is the to factor in the Yisa-khardomas. As much as the
“dungeon crawl”—an adventure where PCs search Council of Warders is supposed to represent all citi-
subterranean ruins for monsters to kill and treasure to zens of Manifest, living folk often get more consid-
collect. Although Manifest is a bustling place, there is eration than the ghosts. They will occasionally hire
plenty of dungeon crawling to be done without leav- outsiders to assist or augment the Tardane in their
ing the city limits. work policing and keeping a watchful eye on the
Below the shops and streets of Manifest lies the dead population.
Undercity—the ruins of the two previous incarna- That represents only the topmost level of politics in
THE GHOSTWALK

tions of the city. The ruined buildings and streets Manifest, though. Negotiations and intrigue become
CHAPTER 3:
CAMPAIGN

there can quite accurately be thought of as one more interesting (and much harder to sort out) when
tremendous dungeon. Only small portions of the you include organizations like the Guild of Morti-
Undercity have ever been explored and mapped. Each cians, the Piran Sedestadel, and the Mercantile
abandoned building has a history, and many still hold League—each having its own large and powerful
all the valuables left behind by their former occu- membership with very specific interests and goals.
pants. Of course, Manifest being where it is, a few of Exactly which group is working with (or against)
them might also still be home to the ghosts of their another changes as capriciously as the wind. And all
former occupants. of them have been known to occasionally associate
Not all of the Undercity remains abandoned. The with thieves representing the Golden—and occa-
Golden makes its headquarters there, and many sionally even necromancers from Night Alley—all in
smaller covert groups do too. Any deserted-looking the name of “what’s best for Manifest.”
building could actually be a thieves den, a temporary Adventurers in a highly political campaign will
home to a group of visiting evil humanoids, a staging have a hard time figuring out which side is really in
area for Xaphan necromancers, or just home to a band the wrong (or perhaps merely least in the right). That
of hermits. still says nothing about figuring out ways to stop their
What’s more, because the Undercity connects to opponents without completely collapsing the govern-
extensive natural caverns, all manner of subterranean mental structure that allows Manifest to continue
monsters occasionally wander into the buried streets with business as usual.
of Manifest’s past. And a building strong enough to
remain standing for several hundred years certainly High Society
makes a better lair than most creatures could ever Politics and power plays aside, there are entire cam-
construct themselves. Adventurers exploring the paigns waiting to be based on just the way the people
Undercity should prepare for encounters with crea- in Manifest manage to exist side by side. This will cer-
tures they would normally find only in caves miles tainly be one of the most cosmopolitan cities in what-
from civilization. ever world you decide to set your Ghostwalk campaign.
People (both living and dead) come here from all over
The Politics of Death the map and all over the social structure. Rich, poor,
Any city has its own special brand of politics. Special young, old, warmongers, pacifists—they all come to
interests vie for access to the few people or commit- Manifest eventually.
tees that have the clout to get things accomplished— As in almost any fantasy setting, different races will
and those movers and shakers angle among get along better or worse with others. No matter how
themselves to try to be the most influential of the xenophobic or isolationist a culture might be, they
influential. Manifest, though, has a level of political still have to come to Manifest if they want to com-
wrangling that no other city does: the struggle for mune with their dead. And that means they must find
power and influence between its living citizens and a way to get along with living folk from cultures they
its dead ones. may have open hostility toward.
The Council of Warders is the first line in any polit- That is to say nothing about the difficulty of keeping
ical wrangling. Each section of the city has one civil relations with neighbors who have been dead for
warder, each trying to ensure that his or her con- dozens of years. Some ghostly powers can be quite dis-
stituents get the very best treatment. The council quieting to see (or hear, or smell), and others can be ter-
sometimes hires adventurers to perform various tasks, ribly raucous. Some factions among the living
oversee or protect particular interests, or investigate community (particularly the Quiet Knights) believe
incidents that are just so partisan in their nature that where ghosts should not use up space and resources
they are better handled by relatively disinterested par- that living people need. On the other hand, there are
ties than by the City Watch. Of course, each individ- those within the ghost community who are ready to
ual warder also hires representatives to handle jobs take desperate actions against the living, whom they see
within his or her particular ward (or to keep a close as bullies oppressing the dead in the only place in the
eye on groups hired by the council). world where ghosts can still make a life for themselves.
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Then there’s a cultural split that is equally divisive PCs IN MANIFEST


among both the living and ghost communities—the Once the DM decides what kind of campaign to run,
constant battle of influence between the residents of he or she must determine whether the PCs come from
Manifest and those living in the surrounding Spirit the city of Manifest (and have all the appropriate in-
Wood. Elves can be quite haughty under normal cir- game knowledge that implies). On the other hand, it
cumstances—and this is only exacerbated when mat- could be that all the PCs must start out as newcomers
ters of the afterlife are concerned. The fact that elves’ to the city and learn the way of the afterlife bit by bit
(and half-elves’) spirits find their eternal rest in a dif- through their various adventures.
ferent place than do those of all other creatures has

THE GHOSTWALK
been used by both sides to assert their intrinsic supe- PCs as Natives to Manifest

CHAPTER 3:
CAMPAIGN
riority over the other. The players with native PCs should be thoroughly
Conflict is pretty much nonstop between the Arbo- briefed on how Manifest works, who’s who in the city,
real Guardians (whose sacred mission is to guard and and what it means to be a ghost. They’ll need to have
preserve the Spirit Wood) and any number of factions some idea of where in the city they live and what it is
within Manifest that believe the forest is best used as they do there. Links with NPC organizations can be
a source of raw material to help the city grow. Cooler established ahead of time, or forging those links
heads usually prevail, but the most constant (and con- might be a focus of the campaign. Most PCs with reli-
tentious) social issues continue to center on the dif- gious affiliations should choose to worship either
ferent needs of the city and forest dwellers. Aluvan or Dracanish.

The Really Big Picture PCs as Newcomers


More than most other settings, a Ghostwalk campaign The strange and new aspects of the city can be pre-
is rife with opportunities to examine the philosophi- sented as surprises and discoveries if the PCs hail
cal, historical, theological, and metaphysical aspects from elsewhere. Any class, race, religion or back-
of your game world. In a city where your neighbor ground is possible. You can assign the PCs an origin
might be the ghost of a famous general from two cen- country, or you can allow the players to pick. You can
turies past, where people openly worship several dif- also postulate lands beyond those shown on the map
ferent gods of death, and where any person can die (or, indeed, use completely different countries). An
and carry on as though nothing at all happened (then interesting way to start play is with the PCs in another
later pay for a magical spell to return him to life), the land. Their very first quest can be based on a need to
secrets of life and death are just a quest or two away go to Manifest. Another tack is to let the PCs be com-
from solution. pletely ignorant of Manifest or the Spirit Wood, but
Even with all the material provided in this book, have their travels take them there coincidentally.
there are plenty of questions that remain to be
explored. Why do ghosts only manifest like this near
the Veil of Souls? What is the intrinsic difference ADVENTURES
between elf souls and those of other humanoid races? Manifest is a place teeming with adventure. Charac-
Why can’t the souls of nonhumanoid intelligent races ters can interact with ghosts, hunt undead, protect
continue on as ghosts? How did the Deathwarden Deathwarden caravans, or explore the old, buried sec-
dwarves come to have the responsibilities they do? Is tions of the city.
the Land of the Dead really under the earth, or is the Setting a whole campaign within (and underneath)
Veil of Souls merely a conduit to some other place? Manifest leads to some interesting situations. There is
Only you and your players can answer these ques- not the amount of travel associated with other cam-
tions. paigns. The next adventure is never more than a short
pqqqqrs
MANIFEST ADVENTURE SEEDS
1. A very old ghost who lived in the city before it was 4. The yuan-ti are massing under the city. When the PCs
destroyed the last time hires the PCs to explore the Undercity investigate, they learn that the snake creatures plan an assault
and find his lost vaults to recover a magic item. against the Veil of Souls itself in an attempt to destroy it.
2. A murderer is loose in the city, and it turns out to be a 5. A ghost inhabiting a gnome-made shell loses control of
malevolent ghost possessing innocents and forcing them the device and runs amok.
to kill. 6. On a routine trip below the city, the PCs are attacked by
3. The Tardane of the Yisa-khardomas seeks the PCs’ aid in ghouls and ghasts. These creatures’ trail leads back to a whole
capturing a criminal ghost and a number of his living hench- enclave of ghouls that has existed under the city for hundreds
men, holed up in the Tombyards. of years.
pqqqqrs

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walk away. Likewise, help in the form of the City permanently lost. Don’t do this all the time, though, or
Watch, other adventurers, or clerics with healing spells else the players will become frustrated. Used only
is never very far away either. This can be a hindrance in occasionally, this can be a thrilling departure.
planning your adventures, but it can also be a boon
(with safety so nearby, encounters can be designed to THE UNDERCITY
be more challenging). As the DM, you need to come up The Undercity, ruined and buried samples of Mani-
with ways to keep the PCs from saying “well, let’s just fest’s past as well as a vast network of natural caves and
go get the City Watch to deal with this” every time they passages, is a wonderful place to set adventures. It
get in a little bit over their heads. probably is the best place to start new campaigns, as
THE GHOSTWALK

Here are a few suggestions: adventures below Manifest will seem comfortingly
CHAPTER 3:
CAMPAIGN

—Stress the idea that the PCs get the best rewards similar to the adventures your players have encoun-
and bounties for taking solely on themselves the tered in other D&D games—this will allow them to
responsibility to solve problems and defeat foes. adapt at their own pace. The Undercity serves as a
—Make it clear that the City Watch cannot handle strange sort of frontier—sites to explore that no
everything and they will often turn to the PCs for aid. living eye has seen in centuries, yet still within handy
—Allow the City Watch to become involved and reach of civilization.
mishandle things. Promote the notion that if the PCs In fact, many well-crafted adventures can use both
want something done right, they have to do it them- the politics and events of Manifest as well as the
selves. strange underground locations of the Undercity. For
—Allow the City Watch to become involved but example, an aboveground encounter with the Golden
still require the PCs’ help (while the Watch deals with could conceivably lead down into unexplored sec-
some minor threat, the PCs must go after the ring- tions of the Undercity, on to the guild’s secret lair, and
leader). then back to the surface again.
The Undercity works well as a place to explore. Self-
Of course, if the PCs turn to the City Watch (or to motivated PCs can simply go down and start looking
other adventurers), sometimes it should just work. around for adventure—and they’re likely to find it.
Don’t make the players feel that you are undermining The place teems with criminals, monsters, and secret
their plans on a metagame level for metagame reasons bases of Manifest’s enemies such as the undead and
(see Metagame Thinking in the DUNGEON MASTER’s the yuan-ti.
Guide). Dungeon-style adventures, as described in the DUN-
GEON MASTER’s Guide, have many advantages. They are
Ghostly Adventures easy for the DM to keep control of, for the PCs are lim-
When creating adventures for and running a Ghost- ited in where they can go by the layout (which is
walk campaign, remember that a fair number—per- determined by the DM). To put it another way, if you
haps a quarter—of the NPCs that the characters want them to go to either one location or the other,
interact with should be ghosts. There is no better way you present them with two paths. There is no third
to accentuate the factors that make this setting unique option (things are rarely this simple in a believably
than to make them an everyday part of the world that bustling city). Bashing around underground can get
the PCs encounter. Soon, the players will grow accus- dull, however, so make sure that the PCs have plenty
tomed to ghosts and ghostly powers and foibles. of opportunities to “come up for air” and spend time
At some point, characters should die and become in the city. If what the PCs do underground actually
ghosts themselves. Most likely this will happen on its has an impact on what’s going on above them, all the
own, through misadventure, but it could also be a will- better.
ing circumstance involving the painless death spell.
PCs who gain a few ghost levels, mastering some THE ENEMIES OF MANIFEST
ghostly abilities, will find it an exciting deviation Manifest is a new and interesting place for the PCs to
from a more traditional game. spend their time. They should not take kindly to the
The most desirable outcome is that the PCs learn forces bent on the city’s destruction. Necromancers
that there are advantages to being ghosts (or some of (particularly those from Xaphan) and their undead
them being ghosts), and that there are different minions make excellent recurring villains, and should
advantages to being alive. In this scenario, the charac- pose interesting challenges for the PCs. The same is
ters can switch back and forth, depending on the true for the yuan-ti. These forces have vast resources,
needs of a particular mission. This creates a truly and defeating one of their schemes will certainly not
unique campaign. end their threat to the city. And as the PCs advance in
Of course, since dead PCs can become ghost PCs, level, so will their adversaries, providing fodder for
you can be more reckless as a DM. You can throw countless adventures. They give the PCs a chance to
more difficult situations at the characters than you actually save the entire city from destruction or inva-
normally would without fear that a character will be sion (or both). After the PCs thwart them often
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enough, these various groups might just make bring- good way to accomplish this is to make the PCs think
ing the characters down the first order of business in of them as both enemies and allies, depending on the
their plans to raze Manifest. situation. For example, if in one adventure the PCs are
hired by the Piran Sedestadel to recover a lost magic
THE ORGANIZATIONS item, in the next adventure they might hunt down
The groups and organizations in Manifest are ripe someone who has been kidnapping ghosts only to dis-
with adventure seeds. In an urban campaign setting, cover that the person is a member of that same group.
the politics of the interaction between influential and Another way to keep tensions and mysteries run-
powerful people can provide conflict as surely as orcs ning high is to periodically introduce new twists. For

THE GHOSTWALK
swarming about a dungeon. example: Rumors abound about a new cult whose goal

CHAPTER 3:
CAMPAIGN
For example: is the complete eradication of Manifest’s ghost popu-
—The Knights of the Quiet decide to eliminate lation. Word on the street is that they are all spellcast-
warder Tyrus Dean of Phantom Hill because of his ers with access to the dismissal spell. This could be a
strong stance in support of ghosts and the Yisa- new initiative from one of the antighost factions
khardomas. The PCs learn that Dean is in trouble, but (such as the Quiet Knights), a splinter group from
not from which quarter. within an organization that normally has nothing
—The Yisa-khardomas have learned of a magic item against the dead (like the Guild of Morticians or the
that destroys ghosts by touch. Created by the yuan-ti, City Watch), or even a band of religious zealots (mis-
the item is now somewhere in Manifest. They would guided worshipers of Dracanish). In any case, it is a
like to hire the PCs to find this item and either problem that has several potential solutions, all of
destroy it or bring it to them. Of course, several other which put the PCs in direct conflict with very power-
factions also want the item (for various and sundry ful organizations.
reasons).
—Rumors crop up about undead wandering the MONSTERS
Tombyards late at night. When the PCs investigate, Unlike most cities, Manifest is relatively immune
they trace the creatures’ creation back to a powerful from attacks by monstrous races (other than the yuan-
member of the Guild of Morticians. ti, of course). They either respect or fear the people
living on the border to the land of the dead. And those
Unravel the Mysteries who come from humanoid races occasionally want to
Don’t play all of an organization’s cards immediately. make use of the city themselves. In fact, the more
In other words, don’t reveal that the leaders of the superstitious the race is, the more they seem to long to
Guild of Morticians are all necromancers, or that the visit the “city of the dead” to meet their ancestors.
Quiet Knights are out to destroy the ghosts, early in Tayr Yunnis (male half-orc, Ftr7) operates an
the campaign. Organizations are best used when they underground support network for these humanoids
become integral parts of the PCs’ world; so the PCs out of the Tombyards. His small organization sup-
might thwart the activities of a group, but they won’t plies this diverse group of dangerous visitors with
be able to eradicate the organization completely. One overpriced goods, guidance, and general aid. Tayr
pqqqqrs
MORE MANIFEST ADVENTURE SEEDS 4. The PCs follow a thief out of the city, hoping to apprehend
1. A ghost hires the PCs to travel outside the city to the her, but she flees directly into the Howling Vale where the char-
scene of her death and recover her body. Unfortunately, it lies acters must cope with angry elf spirits and giant spiders.
in a dangerous swamp inhabited by a black dragon. 5. A group of Tyuug-Numau orcs make their way into town.
2. A yuan-ti pureblood has, in the guise of a human, opened up They cause a great deal of trouble, but if anyone attempts to
a shop selling discount potions. The potions have a mild poison intervene, mages from the Piran Sedestadel step in to prevent
that causes a very slow mental deterioration in ghosts (1 perma- it. It turns out the wizards are hoping to learn the location of
nent Wis point per week). When there is a sudden epidemic of one of the Seven Crowns from the orc leader. It’s proving to be
insane ghosts raging around the city (until someone finds a way more difficult than they expected, since he’s wearing a ring of
to destroy them), the PCs are hired to help investigate. mind shielding.
3. The Guild of Morticians has discovered that a number of 6. A new caravan has arrived in town, bearing dead victims
coffins that were delivered to the Tombyards showed up empty. of a horrible disease. The PCs must escort the corpses down to
Suspecting necromancy, the guild hires the PCs to investi- the Deathwarden dwarves without allowing anyone to become
gate. Instead of necromancers, they find that an insane cleric infected. Of course, when the yuan-ti find out about this, they
of Eanius (with a lot of scrolls) is attempting to raise the dead— do whatever they can to spread the plague.
all of them. Even if the PCs think this is all right, the Guild of
Morticians certainly does not.
pqqqqrs

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encourages his charges to attempt to keep a low pro- more divisive groups in the city, such as the Knights
file and certainly to avoid conflict and activities that of the Quiet.
the City Watch considers criminal, like theft and Halfbloods and abominations sneak into the cav-
assault. They usually take this advice . . . usually. erns below the city, waiting for chances to wreak more
When they don’t, Tayr and his organization quickly straightforward chaos and evil. This most often takes
sever any possible connection between themselves the form of attacking the Deathwarden caravans trav-
and the monsters or the event. eling toward the Veil of Souls. Adventurers and mer-
Other, less intelligent monsters wander the caverns cenaries hired to safeguard underground caravans are
and buried streets below Manifest. Occasionally they all too aware of the threat of yuan-ti attacks.
THE GHOSTWALK

get lost (or hungry enough) and wind up in the base- The yuan-ti periodically capture ordinary citizens,
CHAPTER 3:
CAMPAIGN

ment of a local home or, worse, wandering the streets then use their venom in a mysterious chemical
in search of prey. Tribes of troglodytes seem process to turn their victims into completely obedient
to move through the Undercity several servants called “tainted ones.” Tainted ones offer the
times per year as part of some annual yuan-ti even further infiltration capabilities, since the
migration. Particularly large construc- process does not actually change the subject’s
tion sites will now and then cause appearance. Sometimes, though, the process does
enough noise to attract the atten- not work, and the victim is instead mutated
tion of umber hulks or trolls. And into a “broodguard.” Broodguards, with their
there have been cases in the past horrific visages, cannot serve as infiltra-
when the tunnels beneath tors, so the yuan-ti put them to work as
Manifest simply collapsed, soldiers.
causing sinkholes (occasion- Although they prowl the jungles
ally filled with gray oozes or of Sura-Khiri, the true yuan-ti
giant ants) in some unsus- “homeland” is actually a demi-
pecting neighborhood of plane called Coil. This is a dark
the city. place of oily soil with
The Spirit Wood may be writhing snakes flowing
where elf ghosts go for like rivers and growing up
their final rest, but it is out of the ground like a
also home to the usual twisted mockery of plants.
collection of wild ani- Greasy gray clouds al-
mals and monsters. Re- ways fill the sky, and in
cent reports tell of both the distance, in every direc-
harpies and destrachan tion, dark walls mark the edges of
in larger numbers than the horizon, giving the impression
usual in the region. No that the entire demiplane exists
one knows why. within the coils of some kingdom-
sized serpent.
YUAN-TI Traagash Daur is the Serpent
To further their goal of eradi- Mother of the yuan-ti. She dwells
cating all of Manifest’s ghostly in a palace of twisting stone
population (as well as destroying the towers and writhing subterranean
Veil of Souls and razing the city), the yuan-ti passages at the center of Coil. Issuing
have developed spells, fighting techniques, and forth from her diseased flesh is all the
devices particularly effective against ghosts. Since uncleanness from which humanoids are cor-
their failed attack against the city 30 years ago, they’ve rupted into yuan-ti.
plotted another strike against Manifest and its inhab-
itants, living and dead. Their new schemes may take UNDEAD
the form of another invasion, but perhaps even more Outside of Manifest, very rarely, someone dies and his
likely, it may involve something far more insidious. spirit remains in the form of some incorporeal
Yuan-ti purebloods, able to pass themselves off as undead, or reinhabits his body and transforms it into
humans, skulk about the city spying and carrying out a wight or a mohrg. It’s possible (but very rare) that
dark plots. These usually involve assassinating an the same thing can happen in Manifest. Still, wher-
important individual, charming or dominating some- ever they originate, it seems that most undead crea-
one with influence or an interesting power (such as a tures are drawn to Manifest. There are tales of zombies
wizard of the Piran Sedestadel), or inciting general and skeletons shambling across thousands of miles
unrest in the city. It is entirely possible that the yuan- before being destroyed by Arboreal Guardians or
ti might be the driving force behind some of the members of the City Watch. (Perhaps these creatures
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instinctively want to carry spirits to the land of the Be aware that if heroes make it beyond the Veil and
dead, or perhaps they come to raze this city that ven- back and tell about what awaits people there, it will
erates a ghost’s death while reviling other creatures of change the face of the Ghostwalk campaign. Much of
living death.) human (and humanoid) nature is driven by the fear of
There are those who look upon such intelligent and the unknown, particularly the fear and uncertainty of
spontaneous undead with sadness and pity rather what happens after death, and without that ignorance
than revulsion. They attempt to deal with them in people will act differently. Those who refrain from
such a way that their souls can become proper ghosts. evil out of fear of punishment in the Afterlife may
When an undead creature is destroyed, it does not revel in their secret nature if they find that eternal tor-

THE GHOSTWALK
normally become a ghost. However, if a proper state ture does not await them after death. Those suffering

CHAPTER 3:
CAMPAIGN
spell is used, it allows the soul of the undead creature in life may choose to kill themselves and their loved
to become a ghost in Manifest in the same way that ones if they find that in death their suffering ends.
anyone who died might. Religious dogma may twist and shatter when the
It’s not uncommon for ghouls to attempt to break myths and lore about the Afterlife are proven to be
into the Tombyards or for wraiths and spectres to supposition or even falsehoods. Unless the Dungeon
attempt to assist in the kidnapping of ghosts. Often, Master is willing to deal with the repercussions of this
the undead use a one-use device called a phasestone to knowledge becoming public, strange things may
capture and transport ghosts out of the city (or below happen and the campaign can lose its flavor. Because
the city). of this, adventures beyond the Veil should be consid-
ered a heroic end to a Ghostwalk campaign, and the
source material included here is designed for high-
BEYOND THE VEIL level characters so that when the
All things must eventually come to an end, and all adventure is completed, the
living things eventually die. Ghosts give up their heroes can retire and the
will to carry on and cross the Veil of Souls, DM can take time to adjust
a god can be slain by a rival, and even the the campaign or change
animate force of an undead goes some- to a different campaign.
where when it is destroyed. However,
for a city on the edge of death itself THE TRUE
and inhabited by a thousand ghosts, AFTERLIFE
the people of Manifest are still igno- There are many con-
rant of what exists beyond the Veil of tradicting legends
Souls. People brought back from the and stories about the
dead have no memory of what hap- nature of the True
pened during that time, spells to com- Afterlife in the Ghost-
mune with the dead fail to give any walk campaign, but at
information on the deceased its simplest it can be
spirit’s surroundings, and even described in this way:
the deities cannot or will not death is much like life. The truly dead feel
divine what lies beyond. Some real to each other and can interact in much the
say the Deathwarden dwarves same fashion as they did when they were alive or
know, but they remain silent ghosts. There are some changes that take some get-
on the matter. ting used to, but overall it works similar to the world
At some point, the heroes in a Ghostwalk of the living. Some sages among the dead theorize
campaign may feel they have explored all of that this is because a humanoid mind is configured a
the mysteries of the living world and seek adventures certain way, and because of this the mind interprets
in other places—and an obvious new frontier is the the metaphysical environment in a way that it can
True Afterlife, for no living creature has gone there understand. These sages estimate that animals expe-
and returned. A group of adventurers may need infor- rience the afterlife in a manner more accustomed to
mation from a long-dead person whose body is absent their own senses, undead perceive it according to
or too deteriorated to use speak with dead or from their unnatural senses, and so on. While this theory
someone who refuses to be raised from the dead. They cannot be proven with any certainty (for one would
could even be looking for a powerful magic item have to experience life as a humanoid, then die, then
pushed through the Veil with the body of its owner live again as an animal or undead, then die again and
(perhaps the missing one of the Seven Crowns). No retain memories of the previous visits to the True
matter their reasons for going, anyone so brave or Afterlife to make comparisons), it gives the dead
reckless as to undertake this journey is going to sages something to do in the infinite time they have
encounter a lot of opposition. remaining.
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Suffice it to say that if a person dies and passes on to manifest fully, so these problems are irrelevant there.
the True Afterlife, under the best circumstances they Most corporeal undead choose to remain within the
still look like their living selves, can communicate with Manifest Ward to avoid these problems.
others using what is apparently normal speech, interact A creature that could not form a ghost in the living
with objects and creatures as if they were solid, and world (any nonhumanoid) arrives in the True After-
even draw upon magic as they did when alive. Of life as little more than an intangible shade (even
course, not all people arrive under the best circum- within the Manifest Ward), incapable of affecting the
stances, and the effects of this are described below. world around it. These poor creatures are called the
bodiless by the other dead. The bodiless can make no
THE GHOSTWALK

New Arrivals attacks, can cast no spells or use any extraordinary,


CHAPTER 3:
CAMPAIGN

The Veil of Souls is a one-way gate from the world of spell-like, or supernatural abilities. They fly at a speed
the living to the world of the dead. When a person’s of 30 feet (perfect maneuverability) but cannot speak
soul passes through the Veil and enters the True After- in anything but a whisper (a moot point for creatures
life, she instantly appears at the exit end of the gate. that could not talk when alive), and cannot influence
After a moment’s disorientation while she adjusts to or manipulate solid, incorporeal, or ghost touch objects,
her surroundings, she is able to act normally. Given even within the Manifest Ward. Any attack or spell
the humanoid population of the world and the rate of used against them automatically hits and causes them
people dying, at least a thousand people enter the to disperse for one year, even if it is not an attack that
world of the dead every day, meaning that this gate causes damage. Spells such as ghost companion allow
brings a new visitor at least once a minute. Add to that such a creature to appear in the True Afterlife as a
the countless spirits of animals and other creatures ghost version of its previous self rather than bodiless.
that cannot form ghosts in the physical world, and The bodiless normally flit about for a few days
realize the entryway to the True Afterlife is incredibly before abandoning consciousness, which in effect is a
busy (even the dark souls of undead pass through this permanent form of self-dispersal. Some of them join
gate). Almost all of these new arrivals are without the the ranks of servants of the other dead in the True
benefit of bodies (see Without a Body, below). Afterlife, acting as messengers and spies. They have
little ambition or purpose, and their greatest hope is
Without a Body that someone may eventually send their bodies
Many people in the world of the living believe that through the Veil so they can be more complete.
transporting a dead person’s body to the Veil gives the
deceased’s spirit some sort of benefit or advantage in Gaining a Body
the True Afterlife. This belief is true, and to a greater When a creature’s body is sent through the Veil, that
extent than the living know. A creature that enters the creature’s spirit—the ghost, incorporeal undead, or
True Afterlife without its body is a ghost, essentially bodiless version of that creature—is immediately
the same as the ghosts who appear in the living world drawn back to the exit of the gate and reunited with its
around Manifest. As with the living world, the space body. The spirit has no choice in the matter and
near the Veil of Souls (even this back side of it) causes cannot resist this pull or be stayed from this path. This
incorporeal creatures to manifest fully. This space, merging of body and spirit occurs even if the creature
which is still called the Manifest Ward from force of has been destroyed in the True Afterlife or the bodi-
habit, even though there is no evidence of the city in less has been dispersed. The reunited dead creature is
the True Afterlife, has a variable radius of effect from immediately awake and feels well rested. The newly
the exit point of the gate that is at least one mile in bodied dead creature has access to all of the abilities it
every direction. had when alive (or undead, if the creature was
A ghost who enters the Veil appears in the True undead) and in all respects functions exactly like it
Afterlife exactly the same as it did before. did when it was alive. Any eidolon levels the charac-
Undead that are slain (or incorporeal undead that ter has are immediately converted to class levels as if
physically pass through the Veil) appear in the True the creature had a life epiphany. Unlike ghosts in the
Afterlife as incorporeal versions of themselves. For world of the living, these bodied-dead (simply called
undead that were incorporeal in the living world “the dead” by the other inhabitants of the True After-
(such as shadows and spectres), this means there is no life) gain no additional abilities other than what they
change whatsoever in their status. Naturally corporeal could do when they were alive (for example, they do
undead with an incorporeal form in the True Afterlife not gain the ability to fly or immunity to critical hits).
are hampered by their incorporeality, as they gain no An undead creature that regains its body resumes its
ability to manipulate corporeal objects, including original undead form, not its living form. A naturally
weapons, spellbooks, and material components, and incorporeal undead (such as a shadow) that regains its
they have their own incorporeal miss chance when body in this way is transported to the exit of the gate
making attacks against corporeal creatures. Of course, and is fully healed, but does not form a body or other-
within the Manifest Ward these undead are forced to wise change its incorporeal form.
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Not every person gets his entire body back. Some ents, old kings without children, and all sorts of
families can afford to send only the deceased’s bones, madmen have given themselves up to the quiet non-
or the cremated ashes, the skull, or sometimes just a being rather than face an eternity of loneliness,
handful of ashes or small bones. These dead people despair, or madness. The items of these sad souls
gain a body in the True Afterlife as if they had been remain behind after they vanish and are picked up by
given their entire body, but they gain negative levels others or fade themselves just as any other item sent
equal to half their total hit dice. Even creatures not through the Veil.
subject to negative levels (such as undead) take this
penalty, so a 12th-level wizard lich that was destroyed The Living

THE GHOSTWALK
and its remnants sent through the Veil would gain an A living being who passes bodily through the Veil of

CHAPTER 3:
CAMPAIGN
undead body and six negative levels. These negative Souls is a special case. Her body and soul come
levels cannot be removed, suppressed, or overcome in through at the same time, so she exits the gate exactly
any way, including with magic. The only way to the same as she entered it. She has a body in the True
restore the person to full functionality in the True Afterlife and can interact with her surroundings nor-
Afterlife is to transport the rest of their remains (at mally. However, the living were not meant to exist in
least 75% of their original body) through the Veil. the land of the dead. A living creature in the True
As transporting a dead person’s body beyond the Afterlife immediately gains a negative level, and
Veil is primarily a humanoid convention, most of the gains another negative level every day spent beyond
bodied dead in the True Afterlife are humanoids. the Veil. These negative levels cannot be removed,
Most of the remainder are animals sent through the suppressed, or overcome in any way, including with
veil as part of an important dead person’s entourage magic. If a creature’s negative levels equal her actual
or at the behest of a druid or ranger, although a few levels or hit dice, she dies (see Death in the True
monstrous humanoids have arranged this care for Afterlife, below). All of the above also apply to any
their dead. corporeal undead creature that passes bodily through
Any items sent through with a person’s body appear the Veil.
with or on the body. The dead person can use them as
well as she could when alive. Often, the living include The Undead
an entourage of mementos, food, and other gifts with Undead exist in the True Afterlife, and they are an
a dead person. The dead person can bring these with active force for evil there. Fortunately, undead rarely
her, but more often than not the dead leave behind have someone willing to send their bodies through
what they cannot carry. The abandoned items are the Veil, and the Deathwardens confiscate and destroy
quickly picked up by other new bodied dead or fade any remains that they recognize and can confirm as
into nothingness if left alone for more than a belonging to an undead creature, so the number of
few days (this means that the dead do not bodied undead in the True Afterlife is small compared
have rooms full of gold and jewels, for to the number of the actual dead, and few have any of
these things vanish if not looked after on the magic items they had in life. Mindless undead
a regular basis). Ectoplasm still fades to (mainly skeletons and zombies) do not appear in the
nothingness after 10 minutes, even if car- True Afterlife after their undead forms are destroyed
ried by a creature. Bodies and body parts in the world of the living, but sending their remains
are the only physical objects that never through the Veil does benefit the ghost of the living
fade away (so a person imprisoned with trap person that once used that body.
the soul or on an extended journey with a Undead cannot create spawn in the True Afterlife. A
magic jar spell does not need to fear losing creature slain in a manner that would (in the world of
her body to neglect, although it may still the living) cause the target to become a new undead
be damaged or stolen by others while creature is simply slain and the spawning does not
she was away). occur. Similarly, undead cannot be created in the True
Even the bodied dead can will Afterlife, whether with animate dead or more powerful
themselves into disso- spells. Such magic functions only in the world of the
lution. Children living, and any undead in the True Afterlife seeking to
without par- acquire servants must make do with the undead that
are already there.

Rules for the Dead


In the True Afterlife, the dead act much as they did
while alive. They eat, drink, sleep, and breathe. Their
senses experience the full normal range that a living
creature does. They do not need to hunt or farm for
food—it simply appears when they need it, vanishing
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if left abandoned for more than a few minutes. Some Death in the True Afterlife
dead sages believe that this magically appearing food Creatures in the True Afterlife can be killed, although
(which appears even within the bounds of spells such since they are already dead the end result is slightly
as antimagic field, should a dead person desire it) is just different. A ghost, undead, bodiless, or bodied dead
another aspect of the humanoid mind bending the that is killed disperses for one year, after which time
environment to simulate life, but most have given up it reforms at the exit point of the gate. The creature
questioning this gift and accept its rewards. This mir- resumes its previous form (ghosts are ghosts, bodied
acle works only for the dead; living creatures in the dead are bodied dead, and so on) unless the state of its
True Afterlife must rely on their own food or get one body has changed in that year. For example, if a slain
THE GHOSTWALK

of the dead to bring them food. ghost’s body has been sent through the Veil, it reforms
CHAPTER 3:
CAMPAIGN

The dead do not age, sicken, or weaken with time as a bodied dead on the anniversary of its death. A
except through hostile actions by others. They are bodied dead whose body was mostly destroyed after
affected by spells as if they were living creatures. its death becomes a bodied dead with negative levels
Some of the well-known dead in the True Afterlife are (as described in Gaining a Body, above). A bodied dead
thousands of years old and appear just as they did whose body was destroyed becomes a ghost. Living
when they first gained a body. This is not to say that creatures (those that passed through the Veil while
there are many children in the True Afterlife; most still alive) slain in the True Afterlife become bodied
slain children disperse themselves if they cannot find dead. A body of a slain creature does not vanish, and a
a suitable parent figure, and the rest eventually (after creature still reforms as described above if the body
decades) assume a physical form approximating what has been hidden away or cut into pieces and scattered.
they might look like as adults. The only way to prevent a dead creature from reform-
ing on the anniversary of its death is to imprison its
Adventuring in the True Afterlife soul in some way, such as with trap the soul, for the
Just as the dead do not age, sicken, or weaken, they creature can only reform if its soul is free.
cannot improve themselves over time, whether phys-
ically or mentally. A dead dwarf fighter could spar for The Deities
a thousand years and never get any better at swords- Because the deities have power over the souls of the
manship. A dead human wizard cannot learn new dead and can in fact restore the dead to life, the pres-
spells or become more powerful as a spellcaster. A ence of the deities is felt even in the True Afterlife.
dead halfling rogue never gets any better at hiding, Divine spellcasters can pray for spells normally, items
sneaking, or pick-demiing. Some dead sages speculate that rely on divine spells function in the True After-
that the entire world is just a means for the deities to life, and so on. An odd quirk relating to the barrier
process the metaphysical material that forms the between life and death exists here as well: the deities
building blocks of a soul, with the final tally of all cannot or will not answer questions about the world
souls at the end of time being used to determine the of the living when those questions come from those
winner in some great cosmic game, and allowing the in the land of the dead, just as they refuse to answer
dead to change their “score” would violate the agreed- questions about the True Afterlife when the querant
upon divine rules. has not yet passed beyond the Veil.
Characters in the True Afterlife do not gain experi-
ence points and cannot advance in levels. Even in the Time
unlikely circumstance of a living person entering the Time seems to pass normally in the True Afterlife. A
Veil with enough experience points to advance to the character that can use an ability once per day still has
next character level, that character does not advance an interval of waiting between uses. Characters who
after resting. Activities or items in the True Afterlife prepare spells require 8 hours of rest before doing so,
that would grant experience points or levels simply do and so on. Spells with durations expire in what seems
not function there. Likewise, it is impossible to lose to be the appropriate amount of time. Whether this is
experience points or levels in the True Afterlife, even another aspect of the humanoid mind adjusting its
through spellcasting, creating magic items, being perceptions of the metaphysical to match expecta-
raised from the dead with a lesser spell, or being sub- tions, or simply how time works in any part of the
ject to certain attacks. Effects that rely on these world as decreed by the deities, is unknown. Still, the
processes to function cannot be used; magic items dead do not age, and other detrimental aspects of time
cannot be created, spells with XP costs cannot be cast (such as wear on objects, even those carefully
(even from items), and negative levels never result in observed by their owners) do not seem to occur, even
level drain (but do persist indefinitely rather than dis- after a thousand years.
appearing after 24 hours). Whether or not the reason-
ing of the sages is correct, the result is accurate: souls Returning to Life
are “fixed” in the True Afterlife and cannot be Spells and effects that would bring a creature back to
increased or decreased, only changed. life can be used in the True Afterlife, but they do not
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have the normal results. Raise dead or similar magic recreates an actual body for her, as her original one is
cast upon a creature that has been slain in the True unretrievable.
Afterlife causes it to return to whatever state it had
before it was slain. For example, if cast upon the Other Planes
remains of a slain ghost, the ghost is restored to full The Ethereal Plane does not connect with the True
health as a ghost, while if cast upon one of the bodied Afterlife except through the Veil. Creatures in the
dead, the subject revives and is once again one of the True Afterlife cannot access the Ethereal Plane, and
bodied dead, rather than a dispersed soul. Even creatures on the Ethereal Plane cannot enter the True
undead can be restored in this manner, even though Afterlife except by passing through the Veil. Items

THE GHOSTWALK
in the world of the living these spells either do not that rely on extradimensional spaces empty them-

CHAPTER 3:
CAMPAIGN
work on undead or would bring back a destroyed un- selves automatically upon crossing the Veil, littering
dead as a living creature. the area around the bearer with their contents; they
The dead do not know of any way to return to actual remain nonfunctional within the True Afterlife.
life without the intervention of a creature in the
world of the living. The Veil be- Effects on Magic
tween life and death is imperme- Divination magic cannot reveal information about
able to them. creatures outside of the True After-
A creature in the True Afterlife life. Effects that summon crea-
that is subject to raise dead or a tures from other planes, such
similar spell cast in the world of as summon monster and
the living is affected normally by summon undead, function
the spell. If the creature has some normally in the True After-
of its body in the True Afterlife and is life, although once the spell
raised from the dead as a fully living expires and the creatures
creature (not just a ghost), these por- return, they retain no
tions fade away like normal objects memory of their visit. Effects
as if they were not body parts (in that call creatures from
other words, a living person’s other planes (such as lesser
remains do not persist in planar ally) or allow the
the True Afterlife). There- user to contact or visit
fore, a bodied dead that is raised other planes do not function
from the dead and later killed again in the True Afterlife. As men-
must wait until some portion of its physical body is tioned above, spells with XP costs cannot be cast in
transported across the Veil again before it becomes a the True Afterlife.
bodied dead in the True Afterlife. Essentially, a crea- The following spells are altered when cast in the
ture needs some of its most recent body in the True True Afterlife.
Afterlife to be one of the bodied dead. The distinction Banishment: This spell cannot send any dead,
is meaningless for most creatures, as few creatures die, undead, ghost, bodiless, or bodied dead creature out of
have their bodies sent through the Veil, and then the True Afterlife. Even living creatures that have
choose to return to life again. passed through the Veil are unaffected. It works nor-
Any creature brought from the True Afterlife to mally against creatures summoned into the True
the world of the living immediately loses all memo- Afterlife (causing them to lose their memories of that
ries of time spent in the True Afterlife. Any spell place once they are sent away).
effects, negative levels, or conditions affecting the Blasphemy: This spell can banish only summoned
creature vanish when this transition is made. There creatures back to their home planes. The caster is con-
is no known way to bring objects back from beyond sidered on his own plane for the purpose of casting
the Veil, even those that once belonged to a now- this spell in the True Afterlife.
living person making an effort to reclaim them. The Clone: A cloned person in the True Afterlife is
Veil is intended as a one-way portal for souls, and always the same level as the original.
while some magic allows souls to come back across Deathwatch: This spell identifies ghosts, the bodiless,
it, no such magic has been able to bring back a phys- and bodied dead as “dead,” regardless of hit points.
ical object, not even a miracle or wish (bodies created Dictum: As blasphemy.
as part of a resurrection or true resurrection spell are Dispel Chaos/Evil/Good/Law: Only summoned crea-
magically created in the world of the living and are tures can be driven back to their home plane with this
not actually called back from beyond the Veil). This spell.
does mean that a ghost in the world of the living who Dismissal: As banishment.
chooses to have her body sent across the Veil cannot Find the Path: This spell cannot find a way out of the
be brought back to life without the use of magic that True Afterlife.
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Fireball: This spell does not work in the True After- THE LAND OF THE DEAD
life. Just kidding. The True Afterlife is a strange environment that on
Gentle Repose: This spell is normally not necessary, as the surface could be found in the world of the living,
bodies do not fade in the True Afterlife, but it can be but it is fundamentally different under closer
used to preserve the remains of a creature whose body scrutiny. The region nearest the Veil appears to be an
passed through the Veil and was later raised from the aquatic region dotted with large and small islands,
dead. extending as far as the eye can see. The sky is almost
Ghost Lock: This spell can be cast upon only the completely overcast at all times, and while the illumi-
bodied dead. It causes the target to appear as a ghost nation rises and falls in 24-hour cycles and functions
THE GHOSTWALK

immediately, rather than reforming a year after its like daylight, no sun or moon is ever seen. There is no
CHAPTER 3:
CAMPAIGN

death in its previous form. natural weather other than an occasional light rain.
Holy Word: As blasphemy.
Imprisonment: The target of the spell becomes lost in The Soulwaters
a far distant part of the True Afterlife rather than far The blue waters of the True Afterlife are clear to a
beneath the surface of the earth. depth of at least 20 feet, becoming gray and opaque
Painless Death: This spell causes the targets to imme- beyond that distance. The waters are cool but not cold
diately disperse as if slain. They reform one year later and do not vary much over the course of hundreds of
(it is not a permanent dispersal). days. A person watching the play of light on the sur-
Persuade to Manifest: This spell allows one of the face of the water can sometimes see vague shapes
bodied dead to appear as a ghost if cast within 10 min- resembling humanoid faces and other body parts, but
utes of death. these are just tricks of the light, not real things. Some
Prismatic Sphere: The violet layer of the sphere speculate that these are the unconscious minds of the
cannot send creatures to another plane but otherwise dead that have dispersed themselves, but since all
functions normally (it blocks all objects and effects attempts to communicate with, revive, or affect these
unless brought down with dispel magic). images in the water have failed, this theory cannot be
Prismatic Wall: As prismatic sphere. proven. Still, because of these ghostly images, the
Prismatic Spray: The violet ray from this spell has no waters of the True Afterlife are called the Soulwaters.
effect (do not reroll). There are no creatures that naturally inhabit the
Raise Dead: As described in the Returning to Life Soulwaters, but the rare aquatic creatures whose
section above. bodies have crossed the Veil (usually animal compan-
Raise Ghost: As raise dead. ions of druids of Soggelos, or animals included as part
Reincarnate: This spell functions as raise dead when of a prestigious person’s death entourage) do swim
cast in the True Afterlife. here, sometimes visiting the druids of the True After-
Resurrection: As raise dead. life but most often wandering the Soulwaters. Just
See Invisibility: The caster cannot see ethereal crea- like the humanoid guests of the True Afterlife, these
tures while beyond the Veil. creatures can simply will food into existence when
Soul Bind: This spell works on a dead creature in the they feel hunger, and do so instinctively.
True Afterlife only if the subject was killed there As calm as a small lake, the Soulwaters can be easily
within 1 round per caster level of the spell’s casting. swum by anyone with the proper skill. However, most
Status: As deathwatch, although it also reports the that wish to travel between islands use boats or fly.
other conditions of the spell normally. The waters themselves are not inherently dangerous,
True Resurrection: As raise dead. and even the rare predatory animals with bodies here
True Seeing: As see invisibility. ignore creatures in favor of their hunger-conjured
Word of Chaos: As blasphemy. prey, but undead are sometimes seen roaming
beneath the surface at night, so most travel only
These spells have no effect if cast in the True Afterlife: during the day.
animate dead, astral projection, blink, contact other plane, The Soulwaters have no known bottom. Plumbs
contingent spell lock, create greater undead, create undead, have been sunk to depths of hundreds of feet to no
death lock, delay manifestation, dimension door, ethereal effect, and water-breathing explorers have not found
alarm, ethereal jaunt, etherealness, gate, ghost companion, any trace of a floor to this strange ocean. Some explor-
ghost lock, Leomund’s secret chest, maze, Mordenkainen’s ers have even turned up at the surface in other parts of
magnificent mansion, phase door, plane shift, refuge, the True Afterlife hundreds of miles away, so there
shadow walk, sherem transformation, song of the Calling, may be misdirective magic in place, or perhaps the
teleport, teleportation circle, teleport without error, telepor- Soulwaters do not obey the same physical laws of
tation circle, vanish, word of recall. waters in the mortal world. They do not experience
tides, or at least the water level on the shores of the
islands does not change significantly over time.

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It is possible to drown in the Soulwaters, but like all fixed in place, and the others slowly orbit it in a clock-
potential causes of harm in the True Afterlife, such a wise direction, progressing no more than a foot each
fate only causes the victim to disperse for one year day, with remote ones moving more slowly than near
and appear again at the exit end of the Veil. “Going to ones. Most of the islands are grouped into small clus-
the waters” is an expression among some of the dead. ters, usually with one larger one and several smaller
It means choosing to drown in the Soulwaters as a ones trailing behind.
gentle means of temporary self-dispersal for those Most of the larger islands and some of the smaller
who have grown bored in the True Afterlife but hope ones are inhabited by the dead. They gather into like-
that a year’s time might bring some change in those minded groups, secure their territory against hostile

THE GHOSTWALK
around them. powers, and do what they feel is appropriate to pass

CHAPTER 3:
CAMPAIGN
the time in eternity. Some islands war upon each
The Wandering Isles other, although usually these are no more than occa-
The islands of the True Afterlife range from just over sional skirmishes, as a large conflict would wipe out
500 feet to less than 100 feet in diameter. They are enough of both sides to leave each weakened against
made of stone and earth of various kinds seemingly other threats and possibly cost them territory they
equivalent to those in the world of the living. Unlike currently hold. Some groups work to protect and edu-
true islands, which have shores that extend below the cate new arrivals, some guard against the undead,
waterline and eventually connect with the seafloor, some search for ways to contact the living, and some
the islands in the Soulwaters are just floating rocks. It wish only to be left alone.
is possible to swim underneath an island and climb The following is a list of islands in the immediate
about on its underside, and some of the islands have vicinity of the Veil Island, who controls them, and for
caves or tunnels in their submerged portion which what purpose.
are used by the inhabitants on the surface.
Because they are not anchored, the islands move A: Deeran’s House: The home of Deeran (a powerful
about slowly, and this is what gives them the name cleric of Chaniud) and his servants. He seeks to pre-
“the Wandering Isles.” Theoretically a strong enough serve the current balance of power in the True After-
creature (such as a whale) or sufficient magic could life and thwart the actions of chaos (which in his
cause them to move faster, but no attempts have yet mind includes any overt attacks by the undead). As
succeeded, so other forces may be at work. The isle the closest large island to the Veil Island, he also feels
that holds the exit end of the Veil remains essentially it is his responsibility to prepare new arrivals to the

The
M Soulwaters
B
L A
K
Well
of Souls C
J
H
F
D
I G
0 200 400 800
E
Scale in feet

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True Afterlife for continuing existence here. Deeran they are content to parasitize each other in the
and his home are described in greater detail below. absence of their monstrous masters, they are little
threat to anyone else. Rumors speak of bodiless yuan-
B: The Lighthouse: The home of a colony of Death- ti feeding dark secrets to these corrupt souls, but
warden dwarves and nondwarf worshipers of Durann. nothing has become of that yet if it is true.
They patrol the Veil Island and take in stragglers who
have no interest in joining Deeran’s rigid agenda. They I: The Scroll Tower: A tower inhabited by gnomes
rarely mount strikes against the undead, understand- and wizards who serve Uhanam. More generous than
ing the futility and inevitability of it, but lend their those of Nevrin’s Vault, they offer information in
THE GHOSTWALK

aid to those who are suffering. They keep a large mag- exchange for magic items, particularly arcane scrolls.
CHAPTER 3:
CAMPAIGN

ical flame lit at all times to mark the way for seekers Few who come here ever leave, choosing instead to
and to repel light-sensitive undead. spend eternity studying the recorded lore of hun-
dreds of years of learned minds.
C: Wardermount: The home of a monastic group of
Aluvan’s faithful. Even more so than those of the J: Fortress of Trun: Formerly the residence of an Alu-
Lighthouse, these worshipers take a passive role in vani cleric, that place was torn down after he was
True Afterlife politics, never leaving their hilly island killed and a rough stone fortress was built over it. The
except when a great threat to other dead is apparent. place is controlled by Trun, a spectre sorcerer, and
inhabited by many kinds of undead, which she shel-
D: Ironhouse: A bastion of Tephaneron’s faith. Built ters here. She wishes to return to the world of the
much like a Thurkasian home, it teems with activity, living and has an object which she believes will take
with constant battles between dead of all kinds, which her there, but she is unsure if she will arrive with her
result in a constant flux of dead entering dissolution memories of this place, which has kept her from
or returning from a year’s hiatus as a slain dead. More trying for 100 years. This island is described in more
than any nearby island, they mount many raids detail below.
against the undead of the Fortress of Trun, seeing it as
a way to prove their mettle in the eyes of the gods and K: The Eater’s Shrine: A lonely and deserted shrine
of all dead beings. to Dracanish. The dead that worship him usually
come here to pray before either entering dissolution
E: The Isle of the Five: The home of five powerful or hurling themselves with suicidal intent at a group
druids who spend most of their time in animal form. of undead. Those that negate themselves see this
They treat their island as a haven for animals, rangers, process as joining with the Eater of the Dead, and
and druids, particularly the nonelves among the those that battle undead do so as a last gesture of faith
Arboreal Guardians. They have little interest in the before entering Dracanish’s grasp (these people either
goings-on of other beings in the True Afterlife and never return from dissolution once slain, or return
prefer to be left alone. This place is described in and immediately discorporate themselves).
greater detail below.
L: Graydoom: An uncivilized place of dead evil
F: Nevrin’s Vault: The territory of a paranoid group of humanoids and followers of Phaant. This bleak place
Bazareene sorcerers. They hoard magic items and are is little more than stunted grass and large smooth
particularly interested in any new arrivals to the True boulders. The inhabitants have an informal agreement
Afterlife who bear such things. They are not above to set aside old tribal conflicts so they have no out-
stealing what they can’t bargain for. right war, but tensions sometimes cause fights
between individuals. Like those at the Eater’s Shrine,
G: Circle of the Wayfarer: A group of halflings and the dead here don’t last long and usually will them-
worshipers of Wyst. They see this part of the True selves into dissolution after a short time.
Afterlife as just another part of a long and eternal jour-
ney, and leave this place within a year to visit distant M: Freerock: A place for those unaligned with any
islands. They keep excellent records and because of the other faction. This large campsite is where all of those
influx of visiting halflings they are the most informed who are dissatisfied with other groups go while decid-
about current events in the world of the living. ing their eventual goals and destination. Those who
arrive here are told that there is a pact of neutrality on
H: Black Scale: The lair of humanoid spies and allies the isle and fighting results in the offenders being
of the yuan-ti. This island is nearly submerged and thrown out. The isle is inhabited by fence-sitters,
seems polluted with waste and rotting plants. The quiet criminals, and those having difficulty coping
people of the Black Scale are considered vile traitors with their new state of existence.
by most in the True Afterlife and are shunned, but as

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The Veil Island arrivals. These patrols give a quick explanation of the
This rough-shaped island is little more than grassy area, their allegiance, and usually offer to escort the
earth over a nearly flat slab of stone 30 feet thick. new ones to another island. The patrols also battle the
There are no hidden caves underwater here, and no undead that sometimes appear out of the light. At
tunnels that reach the water. At the center of the isle night, the patrols are few or nonexistent, and undead
is a cloud of thick mist 50 feet across and tall. Shining prowlers haunt the place, although there is nowhere
at the center of the mist cloud is an area of great light to hide. The undead lead their fellows to undead
approximately 10 feet in diameter, primarily white strongholds and try to slay all nonundead (except
but sometimes mixed with other colors, which shines those that identify themselves as necromancers or

THE GHOSTWALK
day and night. The light illuminates the entire island worshipers of Orcus, who are whisked away to places

CHAPTER 3:
CAMPAIGN
but causes no harm to the eyes of sensitive creatures, of evil power).
nor does it harm undead in any way. From near the
light pours a fast but shallow river ten feet wide that Deeran’s House
spills into the Soulwater. This roughly oval island is covered in thick and
The light is a manifestation of the True Afterlife’s carefully-cut grass. The center of the island has a
side of the Veil. A new arrival appears out of the light small mansion painted in white and blue, and small
and normally wanders about until he stumbles out of stone watchtowers ring the island’s shores. The
the mist. A dead person being united with his newly island is shaped like an inverted flattened cone and
arrived body appears just outside of the light and usu- has two underwater entrances, which are normally
ally makes haste to find his way back to his preferred kept closed and only used to make secret forays on
location. No creatures have been able to penetrate or enemies.
lessen the light in any way (it automatically dispels all This place’s master is Deeran the Noon’s Law (LN
spells that create darkness). Those that try to walk or male human Clr17 of Chaniud) a man of Tereppekian
fly through it pass through it unharmed but are still in and Salkirian descent who died 130 years ago. Deeran
the True Afterlife; the Veil is one-way only and cannot was a very prominent man in his church and is used
be used to reenter the world of the living. to being a person of authority. He has collected about
Unlike in the mortal world, there is no Null Zone himself a small army of loyal followers and presents
here that suppresses magic. himself as the first defender of civilization and
During the day, small patrols from some of the Wan- destroyer of chaos. He directs his followers to patrol
dering Isles guard the Veil Island and watch for new the Veil Island in search of potential allies and dis-

A
A Deeran’s House 13
14 14 14 14 14
12
First Lower
A A 14 14 14 14 14 14 Level

2 3
7 11
1 8
6 A 9 10
Second Lower
A Level

Ground Level

4 5
A
A

A
A
A
0 10 20 40 80 Top View Side View
Scale in feet

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patch any undead or chaotic beings they find there, so 5. Follower Chambers
Deeran’s people are usually the first creatures new This room is really a cramped barracks for the low-
arrivals to the True Afterlife encounter. level followers of Deeran. His followers are all war-
The three small islands near this one are grassy but riors or experts, and at any point in time at least
usually uninhabited. Deeran and his allies use them two-thirds of them are on patrol on the Veil Island, on
for training and sometimes as campsites when their missions elsewhere in the True Afterlife, or have been
numbers grow unusually large. violently dispersed and are awaiting the anniversary
Deeran, his allies, and his followers are all bodied of their death. He has 60 1st-level, 6 2nd-level (corpo-
dead with complete bodies. There are enough people rals), 3 3rd-level (sergeants), 2 4th-level (lieutenants),
THE GHOSTWALK

living here and making contact with objects in the 1 5th-level (captain), and 1 6th-level (general) follow-
CHAPTER 3:
CAMPAIGN

mansion at regular intervals to keep the objects from ers, all lawful good or lawful neutral and worshipers
fading into nothingness from neglect. of Chaniud. They all have military ranks even though
some of them are experts and not warriors.
A. Watchtower
These 10-foot diameter stone towers reach just over 15 6. Meeting Room
feet high, and have arrow slits in three walls (the When Deeran calls meetings with his upper staff (his
fourth wall has little room for anything but the door). allies, captain, and general), they take place here. A
A small spiral stair climbs to a walkway, allowing the wooden table is in the center of the room, usually cov-
person inside to look out the arrow slits. These are ered with a map of the Soulwaters.
manned during daylight by Deeran’s followers and
locked at night. 7. Dungeon Hall
A corporal remains on guard here at all times to pre-
1. Entryway vent unauthorized access (anyone not a guest of
The main door to the mansion is kept closed but not Deeran or a member of his staff ) to the lower levels.
locked. One of Deeran’s sergeants keeps watch in this Although this floor is referred to as the “dungeon
room at all times. level,” it is neat and clean rather than a dreadful place
of confinement—more like a basement than a true
2. Chapel dungeon.
This is a simple chapel, with a small altar for burning
incense and making prayers placed in front of a mural 8. Armory
of Chaniud (which, with a bit of hubris, looks remark- The door to this room is kept locked at all times.
ably like Deeran himself ). A hallow spell cast here pro- Inside are extra sets of armor, weapons, and tools,
tects the entire mansion and provides a bless spell to all saved for later use and usually acquired from dead
worshipers of Chaniud within its walls. souls that have chosen dissolution. Soldiers are sent
here every day to inventory and handle the equip-
3. Deeran’s Chamber ment to make sure it doesn’t fade.
This is Deeran’s personal chamber. The exterior door
is normally kept locked. Deeran spends much of his 9. Study
time here or in his study (area 9). He is a tall, gaunt This room has a long table and four comfortable
man, carries a +3 longsword, and is always accompanied chairs, but it is otherwise bare. The librarian from area
by the Eye of Law, a minor artifact of Chaniud’s church. 10 watches over this room and its contents as part of
Although he doesn’t know it, if used in conjunction his regular duties.
with Green Heart of Life and the Bone Source, the Eye of
Law might be able to open a portal to the world of the 10. Library
living that would allow creatures to pass through and This room has shelves on all six walls but only enough
still retain their memories of the True Afterlife. books to fill most of one small wall. The librarian (one
of the Exp1 followers) is charged with browsing all
4. Ally Chambers the books every day to make sure they don’t fade.
This room houses Deeran’s three staunchest allies, all of Deeran’s library consists of religious texts, law books,
whom are more than willing to die (or be dispersed) to books of undead lore, and treatises on battle tactics.
defend him and his ideals. Usually at least one of them
is away on a mission for him or aiding a patrol on the 11. Storage
Veil Island. All three worship Chaniud. The three are This room holds whatever other objects that Deeran
Tarlas (LN human male Wiz15), a Tereppekian bureau- or his staff feels necessary to keep but not to carry at
crat; Vanrin (LN human male Ftr16), a Salkiran mili- all times. Soldiers check up on these items in the same
tary officer; and Kal (LN human female Rog12/Rgr3), manner as those in the armory.
a scout and tactician in Tereppek’s small army. The exte-
rior door to the room is normally kept locked.
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12. Deep Hall island is smooth and rounded, and a subterranean


This long stone hallway looks more like a dungeon cave (which has a small air pocket at its center) is a
than any other place in the mansion. The locked doors haven for the local aquatic creatures. Four nearby
to the west and east lead to a series of short corridors islands trail this one, similarly green and bearing
closed by more locked doors, which eventually lead to runed stones.
an underwater exit through a set of downward stairs In addition to the natural animals, five powerful
(so the water doesn’t flood the hallway). druids call this place home and defend it against hos-
tile intruders. Visitors who are polite and nonaggres-
13. Guardroom sive are treated curtly and asked to be on their way as

THE GHOSTWALK
Two guards are kept on duty and alternate sleeping in quickly as possible. The only people who are allowed

CHAPTER 3:
CAMPAIGN
this room whenever guests or prisoners are housed on to stay for more than a few hours are druids, nature-
this level. loving rangers, and Arboreal Guardians. These guests
usually camp here or on a smaller island until their
14. Guest/Prisoner Room business is done. Four of the trees on the large island
The eleven small rooms on this level function as guest are under the effects of liveoak spells, which the druids
quarters or prison cells. Each door has a lock that can refresh as often as needed.
be opened from the inside or outside (prisoners are The druids rarely leave their island except when
locked in, guests are given a key). Deeran normally they have news of new animals appearing on the Veil
has 1–6 guests of level 1–10 staying in these rooms Island. They prefer animal forms to their own and
until they decide what they want to do in the True often no humanoids can be seen on the island at all.
Afterlife. The druids are Estla (NG female human Drd14 of
Eanius), who prefers the form of a snake; Jedron (NG
The Isle of the Five male human Drd15 of Eanius), who prefers eagle
This ragged circular island is covered in green vegeta- form; Bortrus Vaal (N male half-orc Drd13 of Galae-
tion. Many small animals (mice, birds, cats, and dogs) dros), who spends much time in dog form; Taturia
live here among the large stone menhirs, and some (CN female human Drd16 of Soggelos), who prefers
actual fish (as opposed to will-created prey animals her dolphin shape; and Vanar Kes (N female human
solely intended for food) swim in the waters around Clr12/Drd4 of Galaedros), who prefers dolphin form.
the island. Two dirt paths loop around the island, each Each has been dead for at least 50 years. All are bodied
connecting a ring of menhirs. The underside of the dead with complete bodies. Bortrus carries the Green

The Isle of the Five

Pool
Top
op View

Tree

Menhir

0 20 40 80 Side View
Scale in feet

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Heart of Life, a minor artifact of Galaedros’s church; he poreal ones merely being healed by this rather than
does not know it, but if the powers of the Green Heart gaining an actual body), but some of the corporeal
of Life are combined with that of the Eye of Law and the undead had only part of their bodies reach the True
Bone Source they may be the key to returning to the Afterlife and, therefore, are burdened by negative
world of the living with life and memories intact. levels. Undead also pack the interior rooms of the
fortress unless otherwise specified, the types deter-
Menhirs mined by the Dungeon Master as appropriate.
These large blocks of pale gray stone are over 10 feet The master of this island, Trun (LE female human
tall and encrusted with moss. Each has four sides and spectre Sor19) is one of the Sherem-Lar and used to
THE GHOSTWALK

a flat top, and narrow slightly from bottom to top. commanding respect from others. Among many pow-
CHAPTER 3:
CAMPAIGN

Each is graven with holy symbols of Eanius, Galae- erful magic items she has acquired from slain victims,
dros, and Soggelos and other runes of power. Any she has the Bone Source, a graven elf skull empowered
worshiper of one of the three nature deities who with necromantic energy. She believes she can use
knows the proper command word can speak it and this item to transport herself back to the world of the
enter a menhir as if under the influence of a meld into living, but she fears it will not prevent her from losing
stone spell and remain therein for up to 1 hour. Fur- her memories of this place or the things she has
thermore, as a full-round action the person may exit learned since being dispatched to here, and so she
from any other menhir on the large island or the men- waits. She does not know for sure, but she suspects
hirs on the adjoining islands (leaving the same that another artifact used in conjunction with this
menhir the person entered does not count as an one may prevent the memory loss caused by the tran-
action but counts normally toward that person’s move- sition between the two worlds. Trun is always accom-
ment for the round). panied by four 8 HD undead martyrs. Because her
resources are limited and she cannot create new items
Damaged Menhir or undead, she is limited to gathering large forces of
This menhir is similar to the others except it bears a undead, which pack her island like rats in a slum.
large diagonal black fissure running from its top to
about halfway toward the ground. Damaged in an 1. Great Door
attack by undead, the menhir no longer has any mag- This door is constructed of several large pieces of
ical powers, nor can it be used as an exit point for any rubble fused together with great heat. It has no lock,
of the other menhirs. but it is warded with a symbol of stunning triggered by
a good creature approaching within 10 feet of the
Pool door. As undead are not subject to stunning, her
Most creatures on the island drink water from this undead followers have no fear of the door’s effects and
pool rather than going to the greater shore. The pool if the island is attacked, they try to lure obviously
is the center of a hallow spell maintained by the good opponents (such as paladins) near the door.
druids, and it is used as a scrying pool when they feel
the need for such magic. 2. Entryway
Other than the ever-present undead, there is nothing
Fortress of Trun unusual about this room.
This island is little more than bare earth and rock
around an ugly-looking pile of burned stone rubble. 3. Wraith Trap
Once a haven in the name of Aluvan, its former lord Trun keeps a gang of wraiths here, locked in with an
was slain a hundred years ago, and his home was torn arcane lock spell. She doesn’t care if they get let out, as
down. Now the lady of the place, a Bazareene noble- their main purpose here is to swarm over intruders
woman turned into a spectre long ago, gathers undead who inadvertently release them.
into her service and sends out occasional raids to the
Veil Island or other places in the True Afterlife. 4. Mumia Generals
Surrounding the rough stone fortress is a span of This is where Trun’s mumia generals (LE male human
blasted soil inhabited by many kinds of undead, from mumia Mnk14) reside. All undead on the island obey
wights to wraiths to spectres to shadows to stranger them as willingly as they obey her.
kinds only seen around Xaphan. These creatures lay
low during the day, hiding among the crevices of the 5. Martyr Lair
fort or burying themselves in the earth. The under- Most of the undead kept here are advanced undead
side of this island is rough and rocky and has no caves, martyrs, which scatter across the island if the place is
tunnels, or entrances. However, many undead cling to ever attacked in order to absorb as much damage as
its surface here as well, so those looking for a secret possible. They often roam other parts of the fortress
entrance are in for a surprise. Most of the undead here and follow other important undead creatures.
have regained their bodies (with the normally incor-
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6. Storage Room spells and shored up with wall of stone spells. This
Trun uses this area for storage, but she currently has room in particular is protected by a symbol of death trig-
no need to store things, so the undead living in the gered by the entrance of a living creature anywhere
fortress just spill into this room from time to time. within the room.
The door to this room is normally left open, but the
door itself is protected with a symbol of stunning trig- 11. Trun’s Study
gered by the touch of a living creature. This room has a long table, a few books, and alchemi-
cal tools. Trun has been experimenting with means to
7. Mumia Lieutenants allow her to teleport despite being unable to reach the

THE GHOSTWALK
Trun’s lieutenants (NE male and female human Ethereal Plane, but she has not succeeded.

CHAPTER 3:
CAMPAIGN
mumia Clr9) reside here. They direct the less intelli-
gent undead at her command. 12. Managin’s Room
This is the room of Managin (LE male human
8. Pure Shadow bonesinger Brd16), Trun’s reluctant ally. Managin is
This room is filled with undead shadows and is nor- from Xaphan and only works for Trun because she is
mally filled with magical darkness cast by their leader the most powerful undead he has discovered so far in
(CE shadow Sor9). They come out only at night and the True Afterlife. At the same time he resents her,
perform long-range reconnaissance for Trun. because she has no interest in worshiping Orcus and
pursues necromancy from a purely secular perspective.
9. Spectral Steed
This is where Trun keeps Grayhoof, her 8 HD spectral 13. Apprentices
steed. If she is forced to flee her island, she mounts Trun calls these three spectres (LE female human
this creature and flies away, casting darkness on herself spectres Sor11) her apprentices, which they resent,
beforehand should it be daylight outside. Grayhoof is but they fear her power and appreciate the opportu-
skittish and avoids other creatures, even other nity to acquire magic items in her service.
undead, and flees if attacked.
14. The Fang
10. Trun’s Chamber This room is the lair of an undead naga known only as
This and all the other rooms below the surface of this The Fang (LE spirit naga mumia). She is quite mad but
island were hollowed out by Trun using disintegrate normally very placid. Trun placates her with baubles

Fortress of Trun
8 7 14
9 15
6 12
Spiral
4 Stairs 11 Spiral
sSairs
Stairs
3 5 16 17
2 13
10

22
18
23 21 19
20

0 20 40 80

Scale in feet

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and sometimes uses her to interrogate prisoners, for 18. Necroplasm Lair
The Fang’s charming gaze can be used hundreds of Trun has several necroplasms of the largest size here,
times until the victims succumb. The staircase in this which have been ordered to not leave this room.
room leads to area 15.
19. Meditation Chamber
15. Lich Torture This room is decorated with carved stone skulls,
The necromancer Tapakan (NE male human lich some of which are 4 or more feet across. The largest
Wiz14) is imprisoned here, magically fused into the skulls are used as the resting place for Hadran (NE
rock of the south wall of his chamber. Tapakan was male human vampire Rog15) and his vampire spawn.
THE GHOSTWALK

once a trusted lieutenant of Trun, but he mutinied. In He and his undead gang were destroyed six years ago
CHAPTER 3:
CAMPAIGN

retaliation, Trun destroyed his spellbook and depleted by a team of adventurers serving Aluvan and Dracan-
his spells in an extended battle, after which she was ish, and he still is resentful about this and preferen-
able to confine him with relative ease. He now serves tially attacks servants of these deities. At night
as a reminder of Trun’s power and a threat of punish- Hadran and his slaves act as spies for Trun, their abil-
ment for those that would betray her. He asks any ity to enter spaces in gaseous form making them ide-
living creature that enters this place to free him in ally suited for this work. He wants to eliminate Trun
exchange for information, which would require chip- and take her place, but he knows that she is more
ping away at the rock, a stone shape spell, or something powerful than he and would return in a year for
similar. Tapakan is barely visible as a skeletal face and vengeance, so he sulks.
hands protruding from the south wall.

16. Bodak Haunt


Three bodaks wander around this room, kept deep INSERTING MANIFEST
underground to protect them from dangerous sun- INTO AN
light. The bodaks obey only Managin (because they EXISTING CAMPAIGN
recognize his ties to Orcus) and disregard orders from Manifest can, with only a little work, be inserted into
anyone else, including Trun. an existing campaign. All that is required is that the
cosmology of the campaign be altered (or defined) to
17. Mohrgs include the concept of the physical land of the dead
Trun keeps five mohrgs magically bound to this room and the entrance as described in this product.
under commands to attack any living creatures they
see. The staircase in this room leads to area 18.
pqqqqrs
USING GHOSTWALK IN OTHER D&D WORLDS with Kiaransalee or Velsharoon. The campaign should de-
While Ghostwalk is intended as a stand-alone campaign, it emphasize the role of drow and other Underdark inhabitants
can be used as part of an ongoing campaign set in an exist- common in other parts of Toril. Alternately, the peninsula
ing D&D world. If introduced in this fashion, Manifest and its could be placed on the continent of Maztica and used in place
environs should be placed in a remote area to explain why the of what is described there in the FORGOTTEN REALMS Campaign
heroes had not heard of it before. Likewise, the magical Setting. This would keep Manifest as an exotic location, allow
effects that create ghosts and the disposition of souls to the for the use of the “native” Manifest deities, and give a
True Afterlife instead of the outer planes should be a localized geographical explanation for why the fate of souls is different
phenomena to avoid invalidating existing lore on the nature in Manifest than in all of Faerûn.
of the afterlife in the world. All the deities except Aluvan and In a GREYHAWK campaign, Manifest and its surrounding
Dracanish can be replaced by similar deities appropriate to countries could replace the Yeomanry and the Hold of the
the campaign. The draw of the True Afterlife should extend Sea Princes or could be an undiscovered group of civiliza-
about 500–1,000 miles from Manifest, and outside that tions in the Amedio Jungle or south of the Amedio. In such a
range the normal D&D rules for death and souls apply. campaign, Chaniud is Lendor, Durann is Heironeous, Eanius
In the FORGOTTEN REALMS campaign, Manifest could be on is Ehlonna, Galaedros is Obad-Hai, Khostren is Incabulos,
the islands of Lantan or the Moonshaes, or in the realm of Nessek is Wee Jas, Phaant is Ralishaz, Soggelos is Procan,
Tashalar. Its unique cosmology applies to the entire country in Tephaneron is Erythnul, Uhanam is Delleb, and Wyst is
which it lies. Chaniud is Tyr, Durann is Torm, Eanius is Fharlanghn. Orcus can remain, as he already has an estab-
Mielikki, Galaedros is Silvanus, Khostren is Talona, Nessek lished presence in Oerth lore. If your GREYHAWK campaign is
is Kossuth, Phaant is Beshaba, Soggelos is Deep Sashelas, set in the western countries, Manifest could be placed in the
Tephaneron is Tempus, Uhanam is the Red Knight, and Wyst Lendore Isles or in the eastern part of the old Great Kingdom
is Selûne. Orcus can remain as he is (since his cult has been so that altering the map and history to fit this book would have
found in Damara, it could be elsewhere) or could be replaced little impact on an ongoing campaign.
pqqqqrs

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he city of Manifest is certainly the heart of the Ghost-


walk campaign, but it is by no means the whole story.
Nearby countries have had their history and fortunes
greatly impacted by the presence of the Spirit Wood and
the Veil of Souls. They have all, in their way, had a hand
in making Manifest the city it is today.
This chapter presents basic information on the coun-
tries whose politics and people may have significant
impact on your Ghostwalk campaign.

BAZAREENE
Capital: Hazuk
Population: 3,079,800; human (99%)
Government: Matriarchy
Religions: Chaniud, Nessek, Phaant, Tephaneron
(barbarians)
Imports: Armor, fish, textiles, grain, horses, wine
Exports: Iron, livestock, beef, lumber, glass
Alignment: LN, N (CN barbarians in the southern
mountains)

Bazareene is a rigid gynarchy ruled by mighty sorcerer-


nobles. A powerful and prosperous country, the leaders
of Bazareene have nearly erased poverty from their land
and have few problems with strange monsters within
their borders. However, this was accomplished with an
almost cruel level of oppression and rigidity, and while
the common people of Bazareene may be healthy and
have homes, they are rarely happy. Known for large
families of nobles, with green-eyed sorcerer daughters
and martial artist sons, Bazareene is seen by many as a
military giant that is not so much sleeping but resting,
for it has built a strong army and trained militia to
repulse frequent barbarian raids, and in slack years the
government uses that army as a tool against its weaker
neighbors.

Major Geographical Features


Bazareene is a flat land hemmed in by tall mountains in
the south and a large forest to the north.
Varlin Mountains: Although it begins as hills, this
forested mountain range rises high in its middle to
form a nearly impassable barrier to land travel. Exotic
beasts and flying predators, such as wyverns
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and small dragons, live here, kept somewhat in check Because the nobles tend to have large
by the barbarian clans that call this place home. families, there are many remote or incom-
Called “the Varlin tribes” by the flatlanders, the petent heirs who must find work out-
barbarians have a society based on athlet- side the government. The society as a
ics and strength and are distrustful of whole is driven toward success and
arcane magic, mainly because of cen- fair competition, but in a struc-
turies of fighting with the lowland tured way that follows established
sorcerers. Bazareene takes lumber rules. Nobles win positions of
from the lower reaches of the leadership in annual or biannual
mountains and maintains a few magical duels.
CHAPTER 4:
COUNTRIES

small iron mines. A Bazareene soldier wears


Mount Brun: This volcanic studded leather armor and a
peak is an aberration, for no small shield, carries a short
other mountains in the Varlin sword or hand axe, and a light
range show any signs of vol- crossbow. Many of the military
canic activity. It erupts about leaders are noble monks. A mili-
every seven years, and a near- tia member carries a club or
constant plume of smoke rises from its quarterstaff, and might wear leather
peak. These eruptions keep the nearby soil or padded armor. Barbarians carry
very rich in minerals. The top of the moun- the same equipment as a lowland sol-
tain contains a narrow crater with large dier, although many use a spear or
patches of open lava, and strange fire crea- two axes instead of a shield.
tures are spotted at irregular intervals.
Lake Dallin: This lake is unnatu- The Arts
rally warm, possibly heated by the Bazareene’s art consists primarily
same source of lava that formed of nudes (male and female), battle-
Mount Brun. South and west of field landscapes, and patriotic songs.
the lake is a 20-mile-wide strip Inspiring murals are often painted on new
of magically created wasteland, buildings, and art galleries vie for critical spots
a product of two sorcerers bat- on the major avenues of cities. Skilled painters
tling for rulership of the country. are sponsored by various noble families, and
Strange mutated animals live in being asked to model for a master painter is
the sandy barrens and the lake’s considered a high compliment.
southern shore, and weird fogs from Bazareene dancing is based on abstractions of the
the lake sometimes envelop the town of martial arts forms used by the royal bodyguards, result-
Sengult. ing in an energetic style with many spins and jumps.
Dancing is a popular recreation, and the government
Life and Society sponsors competitions to keep the general population
The native humans of Bazareene tend to be tall, with alert and fit.
reddish-brown skin, straight black or brown hair, and
dark eyes. Full-blooded Bazareene cannot grow facial Roles for Character Classes
hair and have little or no body hair. Each noble family Barbarian: The only barbarians native to Bazareene
has its own traditional hairstyle, and commoners usu- are the Varlin tribes. Considered primitive and foolish
ally adopt the style of the local nobles. Most nobles for their fear of arcane magic, the barbarians rarely
learn Heshar, the formal, mostly archaic language find acceptance among the lowlanders.
spoken by the original settlers, but the common lan- Bard: The bards of this nation are either painters or
guage used by all is the Trade Tongue. musicians studying styles appropriate for dance and
A typical person from Bazareene has some martial marching. The common attitude is that bardic magic is
training and is unwilling to take abuse from strangers. weak compared to true sorcery, and bards are respected
These people respect those with more power, and for their artistic skill rather than magical power.
among their own social peers, they enjoy direct physi- Cleric: Clerics of Chaniud are respected in Baza-
cal competitions between teams or individuals. reene, although they are still secondary to the sor-
Blessed by fertile land and a wide variety of crops and cerer nobility. The signing of contracts (including
livestock, they developed the culinary arts and are marriages) must be witnessed by a cleric of Chaniud
renowned for their fantastic cooking, and any decent to be legal.
Bazareene chef can become reasonably wealthy in Druid: Other than in remote towns, druids are
another country. almost unheard of in Bazareene. They are considered

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backwater versions of clerics, using primitive animal differences, the fugitives were granted passage
and plant totems to work their magic. through the land of Durrath by its king and came to
Fighter: Most adventuring fighters received train- rest in the Renlar Fields, pushing the resident barbar-
ing in the Bazareene military. Veterans who have actu- ians south into the Varlin Mountains. Suffering repeat
ally served in an armed conflict are greatly respected. attacks by barbarians from the south and yuan-ti and
Monk: Every large city or metropolis in Bazareene elves to the north, two sorcerers at opposite ends of the
has an academy that teaches the traditional martial arts country developed nearly identical spells that changed
styles. The academies normally train foundlings and the unborn to produce gifted green-eyed children who
orphans but must accept kihu-sherem nobles, as would help turn the tide. These children, the female
well. sherem-lar sorcerers and their male kihu-sherem

CHAPTER 4:
COUNTRIES
Paladin: Very rarely is a holy champion of Chaniud guardians, came to power, drove back their enemies
born in Bazareene, but from time to time such a and cemented Bazareene’s borders. Two bloody revo-
person comes to the notice of the lutions in the past 800 years eradicated many of the
church. These paladins are trained weaker members of the nobility, each time allowing a
to destroy the evil enemies of the new generation of spellblessed leaders to take control.
nation and often have an ex- Now the greatest generation of sorcerers, the
tremely narrow view of right and sherezem-lar, has just come to adulthood, and in the
wrong. near future these young nobles will heat the blood of
Ranger: Normally used as the people of Bazareene and drive them to do some-
scouts for the military, rangers suf- thing great and terrible.
fer some of the stigma that druids
do, but their nature skills partly Important Sites
negate that. Given the high proportion of sorcerers born here, the
Rogue: The only rogues who are cities of Bazareene rely on magic for many things.
tolerated in Bazareene are mer- Belark (Large City, 16,600): This most remote city
chants and traders, who use their of Bazareene keeps testing the waters for independ-
skills to evaluate and market ence, for it is far enough away to chafe at taxation from
goods. The government uses the capital without seeing many of its benefits. Most of
magic to root out thieves’ guilds, the people here work in logging, herding, or sol-
so those with criminal inclina- diering, as they must rely on their own might
tions usually relocate to smaller to repel wild tribes of elves and
communities or other lands. forest monsters. Of all Bazareene’s
Sorcerer: The beings of the true cities, this one uses the least
highest status in Bazareene are sor- sorcery, and the nobles here seem
cerers, whether of noble or com- to have failing bloodlines for the
mon bloodline (although the art of magic.
long-standing theory is that com- Brunwall (Small City,
moner sorcerers are the bastard 10,200): Built at the base of the
offspring of nobles, or descen- volcano, Brunwall is a mining
dants of such unions). Commoner city, drawing a steady supply of
sorcerers can easily find employ in iron and occasionally a few
any city or the military. yellow diamonds. Protected from
Wizard: Compared to the natu- lava flows by a tall stone wall cre-
ral art of sorcery, wizardry is a ated by sorcery, all large buildings
laughingstock to the people of in the city have a basement level
Bazareene, something to be pur- used when the mountain hurls
sued by fools with no real talent for rocks, hot ash, and poisonous
magic. Most wizards in Bazareene gases from the sky. One minor
come from small communities, noble family has accepted near-
trained by doddering old prac- autonomy over operations here in exchange for the
titioners and misunderstood by JJ responsibility of magically protecting the city from the
the locals. more dangerous natural hazards. Occasionally some of
the fiery creatures from the volcano attack the city, but
History these attacks have become more rare in the past few
The native people of Bazareene have lived in this area decades.
since before the establishment of Manifest. Chased Dalagath (Small City, 7,500): This city exists
out of their homeland to the west because of political mainly to trade with the Varlin tribes. In recent years,

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a strong vein of iron was discovered nearby and con- the lake, the people who live here know to lock their
tinues to draw workers. The flatlanders bring beef, doors at night and walk about armed in the day. Sen-
glass, and high-quality iron, which they trade for gult is primarily a fishing town, but it exports luxury
leather goods, carvings, and other unusual items for glass items made from the colored sands in the bar-
which the barbarians have no use. rens. Headstrong nobles come here to battle the bar-
Doru (Large City, 14,500): This sprawling city is rens monsters, which draws much ire from the locals,
enveloped in the stench of cow dung, for the land who believe that this only provokes more attacks.
around it is perfect for grazing and holds thousands of Theno (Large City, 18,600): This city’s major indus-
head of cattle. Doru is unusual for its many magically try is logging, which puts it at odds with the elves of
enslaved and dominated ogres, which perform menial the forest. While the city’s primary enemy is the yuan-
CHAPTER 4:
COUNTRIES

tasks requiring great strength. The ogres are owned by ti that raid nearly every season, angry groups of elves
the city government and are considered valuable prop- sometimes attack loggers, undermine logging equip-
erty, for humans and other “civilized” races cannot ment, and hurl long-distance spells at the city walls.
legally be enslaved. Theno has a thriving soap industry, utilizing the scrap
Falar (Large City, 21,300): South and west of the wood and shavings from the timber harvest.
westernmost point of Lake Dallin is the city of Falar, Throngeth (Metropolis, 25,600): This was once a
which marks the border between Bazareene and its dwarven city, with a few large well-defended buildings
neighboring country, Durrath. A city of tall spires on the surface and several broad levels underground.
and high arched gardens, and surrounded by small The last dwarves living here apparently disappeared
parcels of cropland and copses, Falar is a beautiful just before the first humans came to this region, leav-
sight and a peaceful retreat for the Bazareene nobles. ing many dwarven goods scattered about. Humans
Despite this impression, there is a large but subtle started settling here to learn dwarven lore from old
military presence here, for the nobles ruling it are stone tablets and scour the Undercity for valuables.
paranoid and guard western Bazareene against Monsters and undead have taken root in the lower
“incursions” by Durrath (of which there have been levels, and work is ongoing to seal off the more dan-
none in the past 300 years, Bazareene being the more gerous areas so they do not become a threat to the
determined aggressor). Out of sight of the western thriving human-worked dwarven mines in the upper
gardens and summer palaces of the nobles are fortifi- levels. The city’s name is a human corruption of the
cations built into hills, valleys that have been bent original Dwarven name, discovered in some of the
with magic to thwart invasion, and frequent patrols early records that have now been lost.
by well-armed soldiers.
Hazuk (Metropolis, 64,200): The capital city of Plots and Rumors
Bazareene is filled with buildings erected with magic, Because of Bazareene’s heavy use of magic, events that
including a huge palace of shining marble. The city is threaten magic or those who wield it can be serious
the center of order in this land; every resident has an disruptions to daily life.
identification pass and is used to frequent military Last Generation: The scions of all of the noble
patrols and stern, inflexible laws. For those interested houses of Khiras are considering a massive strike
in sorcery it is a haven, for many idle or heirless nobles against the yuan-ti, including an invasion of Coil itself.
take on students with the inborn ability to work The elder nobles fear that if this attack fails, not only
magic. As the culinary center of the region, any and all will it draw reprisals from the yuan-ti, but it may mean
kinds of food can be found here, with fabulous restau- the end of several noble lines. It is possible that yuan-
rants on every street. One minor noble family special- ti have enspelled some of the scions and are using
izes in teleporting goods and people to other parts of them to set up a great ambush.
the country for a suitable fee. Turnabout: A noble exiled to the barrens has been
Khiras (Large City, 21,300): Founded as a trading animating the monsters there as undead and sending
post with the elves of Sura-Khiri, this place grew into them against Sengult, but she promises to stop if
a formidable city surrounded by irrigated croplands. restored to her position as mayor of Theno. Her chil-
While the elves still meet here to trade with humans, dren don’t want her back and dislike the nobles of Sen-
relations are cool between the races because of Baza- gult anyway, so a compromise is unlikely.
reene’s logging activity here and in other parts of the
country. The city is protected by a magically fortified HIKIRIAN PENINSULA
wall, for it is regularly attacked by suicidal squadrons The city of Manifest is built at the center of a forest on
of yuan-ti. a piece of land called the Hikirian Peninsula. The
Sengult (Large Town, 4,900): With the wasteland coastal area consists of sandy and rocky soil, with
just a few miles away and on the border of an unnatu- many beaches made of pulverized seashells. The
rally warm lake, Sengult is a strange town. Subject to inland soil (roughly defined by the edge of the forest)
occasional attacks from the monsters of the wasteland is rich and supports many kinds of plants. Several
and unknown things that crawl about in the fogs from tribes of lizardfolk live on the eastern coast and occa-
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sionally battle each other for territory but usually leave Now they are spaced about 500 feet apart in a straight
strangers alone. line toward Manifest, each in a small crater. The metal-
The three islands off the coast are settled by small lic gold skystones are 5 feet across and have resisted all
fishing villages, which are inhabited by humans, elves, attempts to move or harm them. Any ghosts within a
halflings, or lizardfolk. Like much of the mainland thousand feet of any of the stones are forced to mani-
coast, they are subject to frequent attacks by scrags and fest fully just as if they were within the Manifest Ward.
other strange aquatic monsters. The villages consider Incorporeal undead cannot approach within this same
themselves independent of Manifest or any other distance. The churches of Aluvan and Eanius consider
country, preferring to govern and protect themselves the skystones to be religious artifacts, and each church
in a loose alliance that transcends race. maintains a shrine and residence nearby for a handful

CHAPTER 4:
COUNTRIES
Chulla (Small Town, 1,500): This small settlement of clerics.
might not exist if not for its large docks, which accept Argalos, the Great Stone Giant: People walking
ships from all over the world, bearing visitors to Man- along the eastern Hikirian coast eventually discover
ifest and bodies on the Ghostwalk. The town maintains an enormous pair of stone legs and feet protruding
one small warship in the event of an overt attack by from the water. This is the lower half of Argalos, the
Xaphan. The churches of Aluvan and Dracanish main- Great Stone Giant. The rest of the stony body extends
tain temples here to explain to visitors what to expect underwater, and if he were standing, would be nearly
when they enter the city. Chulla also has some trade 100 feet tall. Argalos is thought to be a demigod of
with the three nearby islands. passion and grandeur who died centuries ago after a
Vestarn (Small Town, 1,100): Vestarn is a quiet failed love affair. He saw his lover sailing east, knew
place with a small but beautiful beach. It exists as a he had lost her, and died on the spot, his body trans-
place of recreation for wealthy nobles and ghosts of forming into magical stone and falling partway into
Manifest, for while it is outside of the Manifest Ward the water. While barnacles grow on him and other sea
its sights are still pleasant to incorporeal eyes. Vestarn creatures swim around his fallen form, Argalos still
gets little traffic from the Ghostwalk, as the town offi- has a vestige of magic, and divine spellcasters who
cials prefer that those ships dock in the Salkirian city sacrifice jewelry in his presence are sometimes
of Nonaull or go around the peninsula to Chulla. rewarded with the recalling of spent spells (as if by a
pearl of power of any level). Many cults have tried to
Important Sites awaken Argalos or draw more power from him, but
While the Manifest Ward makes the forest a strange they have failed.
place, the area outside the Ward has its share of
unusual locations. SALKIRIA
The Steam Pit: The earth in this area is split open Capital: Donaree
and great gouts of burning steam erupt from it daily. Population: 1,219,800; human (92%), halfling (7%).
The moist interior walls of the pit have been tunneled Government: Monarchy
out by the followers of Nessek, who consider the place Religions: Aluvan, Durann, Soggelos, Wyst
a holy site and use it as a small temple. Exploration of Imports: Beef, lumber, marble
the lower levels by brave members of the faithful pro- Exports: Gems, sweets, textiles
tected by magic has found places where seawater Alignment: NG, LG, LN, N
enters at high tide, draining downward into cracks too
small for humans to enter but presumably connecting Once a place of petty nobles, rampant taxation, and
with underground lava tubes. Molten rock in these religious oppression, Salkiria is now a friendly and
tubes boils the water and vents it upward as steam. The welcoming country obsessed with music, food, dance,
members of this temple bypass the main channel of and artistic swordplay. Because the Ghostwalk passes
the Steam Pit to avoid death by scalding. through the country, Salkiria sees a constant influx of
Lairs of the White Hound: A particularly large trade and information, making it the most cosmopoli-
white dog is known to live in the northeastern part tan territory in this part of the world.
of the peninsula. Thought to be a servant of Eanius, Because its government is a hereditary monarchy,
this hound, Nila, never speaks but acts intelligently. Salkiria’s fortunes have risen and fallen over time
She rescues people from the water, chases predators depending upon the actions of its ruling family.
away from farms and livestock, and hunts animals Although their lowest point was the rule of King Illus-
for families in need. She makes temporary lairs on tram and his taxation of the dead caravans (which led
the coast and the outskirts of the forest and rarely to the War of Turrin River against Tereppek), the kings
sleeps in the same place twice. She can climb trees as and queens of Salkiria have had their share of cruelty,
easily as walking and has recovered from seemingly madness, and squabbling. Young king Larrison has
mortal wounds. encouraged the worship of Durann, a faith espoused
The Skystones: Legends have it that these three by his mother, and worship of the True Guide is likely
stones fell from the sky over a thousand years ago. to bring long-term stability to this country.
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Major Geographical Features brations always involve food, music, and dancing, and
Salkiria is a mostly flat coastal nation split in half by a the luck and happiness of a marriage is reputed to be
mountain range and that range’s foothills. tied to the partners’ skill at these three disciplines.
Varlin Mountains: The easternmost end of this When visiting someone at their home, it is custom-
range extends into Salkiria and eventually becomes ary to bring some sort of food, usually fresh bread or
the Hills of Baanth. The government makes no claim sweets. Salkirians would grow fat from all the rich
of ownership of the mountains, ceding their control to food they eat if it weren’t for their fondness for vigor-
the Varlin tribes on the north side and the humanoids ous dancing. Flashy swordplay is another favorite
on the southern side. This territorial agreement keeps kind of performing, and some combine their skill
the attacks by the humanoid tribes to a minimum and with swords and dance into a specialized fighting
CHAPTER 4:
COUNTRIES

allows some amount of peaceful trade at the fron- style. Talented “dancing blades,” as they are known,
tier city of Leburn. gain much fame, and stories of dancing blade
Hills of Baanth: These mineral- heroes are often playacted by children using
rich hills are the source of much of sticks instead of swords.
Salkiria’s wealth. Diamonds, opals, In addition to the many cities, Salkiria has
and some sapphires are mined here a large number of farming plantations and
at an astonishing rate. No dwarf or vineyards, often owned by nobles or retired
gnome clans call this place home wealthy merchants or musicians. Salkirians usu-
(although a small number live in ally have small families, typically parents and two
human mining towns hidden in to three children, although grandparents usu-
the hills). Several halfling com- ally live in the home as well. Those families
munities migrate between a few that own large farms and need extra
clusters of caves appropriate to hands rely on sharecroppers and
their size, and most halflings that migratory laborers to get the work
run caravans on the Ghostwalk done. Many of these moving
have family members in these set- colonies of laborers have a gypsylike
tlements. The primary predators mystique and have their own styles of
are dire animals, a few smaller music and dancing. Salkirian half-
kinds of giants, and aerial creatures lings usually live within human
such as wyverns that fly in from the cities, although a few sedentary
Varlin Mountains. families have bought a few prosper-
Durhan Coast: While this rocky ous vineyards and now make excellent
coast’s long cliffs are mostly unsuit- wine in very small bottles.
able for ports, it does become gentler Salkiria is not a particularly religious
on its northern end, which means that country, with small shrines being the
northern coastal villages are more likely order of the day instead of larger temples.
to suffer attacks from scrags that plague Soggelos is worshiped because of the
these waters. A few rich oyster beds pro- extensive coastline, Wyst is worshiped
vide a supplemental income for some of because of the many travelers through
the villages. the country, Aluvan is wor-
shiped because of his role
MD
Life and Society as guardian of the dead, and
The people of Salkiria are tan, with Durann in recent years is wor-
black straight or curly hair. Salkirians have shiped as a general force of honor and good.
broad faces and strong cheekbones, and few have Although king Illustram tried to tax the dead cara-
facial hair. The native language of Salkiria is Salak, a vans and inadvertently created the Ghostwalk, many
versatile tongue with a large vocabulary well-suited to Salkirians objected to their king’s laws and secretly
song and poetry. Most people learn the Trade Tongue helped the caravans. Many of these were bards who
as well to deal with the many foreigners coming used bells to transmit messages in code to other
through their cities as part of the Ghostwalk. helpers, and because of this, bards gained much
The people of Salkiria love experiencing life with a esteem in the eyes of the common people.
vigor that in some borders on hedonism. Excellent A typical Salkirian warrior wears studded leather
food is an important part of the Salkirian culture, and and carries a light crossbow and either a short sword or
restaurants, bakeries, and confectioners can be found a rapier.
on almost every corner in the cities. They love music
and dance as well, and every community has some sort The Arts
of theater (or at least an open lot in smaller settlements) Salkirians embrace song and dance at an early age, with
where performances can take place. Community cele- seasonal festivals having performances by children as
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young as four. Traditional Salkirian dancing is very Ranger: The Durhan Coast and the settlements
energetic, involving many leaps, turns, and vertical near the highlands are the source of rangers in
jumps. Because of this, Salkirians tend to be in very Salkiria. The rest of the country is too civilized to have
good shape and regularly live to eighty years or more. need for their special skills. There is a great rivalry
In addition to the stringed instruments popular in between the rangers who fight giants, humanoids, and
other countries, Salkirians enjoy bell concerts, some of dragons, with much boasting and battle songs.
which have more than thirty musicians. Salkirian Rogue: With the emphasis on skill over brute
music is loud and unsubtle, and covers topics the strength, many rogues in this country make a living as
people are interested in: love, food, passion, dancing, soldiers or multiclass as fighters. Practical and seden-
and the power of music itself. With the upswing of tary rogues invest in gambling halls, taverns, and other

CHAPTER 4:
COUNTRIES
Durann’s worship, the Salkirians have turned many businesses frequented by lusty, active people.
spoken parts of her holy text into hymnals sung by a Sorcerer: Because of its frequent ties to madness
large choir and accompanied by bells. and corruption, practitioners of sorcery are held at
Salkirians don’t have much interest in theater, pre- arm’s length by Salkirian society. Many conceal their
ferring to experience their own lives rather than see a talents, pretending to be clerics, fighters, or rogues.
performance of someone else’s life or a fabrication. Those who are unafraid to display their gifts are often
Their painting is similarly scarce, although small por- marginalized into remote parts of the hills or poorer
traits are common gifts between loved ones and tracts of land.
among families. Wizard: Similar to sorcerers, practitioners of wiz-
ardry experience a social stigma. Only those from the
Roles for Character Classes wizard school in Nonaull are considered “safe” by the
Barbarian: There are no true barbarian tribes in common people.
Salkiria, although there are some people who can fly
into a rage after they have consumed enough liquor. History
These people are carefully watched so they do not What is now Salkiria has been inhabited by native
become a danger to themselves or others. humans for thousands of years. No records exist of
Bard: The bards of Salkiria are expected to know how they came together as a country, but many believe
how to dance, sing, and play the bells. Many folk that a strong tradition of dancing as an alternative to
heroes are bards, dating back to the founding of the fighting to solve conflicts helped draw together the
Ghostwalk, and bards uphold the heroic legacies of local tribes into a single unit. The unification of the
their forebears. Salkirian bards may choose bola flail Salak tribes predates the founding of Tereppek, and it
(see the Equipment section) as their free bonus is likely that the country’s nobility descends from pres-
weapon proficiency. tigious positions in the original tribes.
Cleric: With religion on the upswing, many young The Salkirian nobles are by no means infallible,
people are joining the clergy. Durann’s clergy act as and some have taken to dabbling in corrupt disci-
spiritual guides for the country and assist trials to plines of sorcery, which has led many good houses
ensure truthful testimony. Clerics of Aluvan and Wyst into madness and decline. King Illustram and his
bless travelers passing through, and clerics of Soggelos three sons were some of these, their strange research
look after naval traffic. causing megalomania and an obsession with land
Druid: The most visible druids in Salkiria are and property, which eventually led to the taxation of
those who worship Soggelos. They are more con- the dead caravans and the War of Turrin River. To
cerned with protecting the water and its inhabitants this day, sorcerers and wizards are viewed as an
from pollution and overfishing than looking after enigma and are not quite trusted, a legacy of the
sailors and ships. A few druids of Eanius and Galae- fallen nobles who toyed with forces beyond their
dros live inland. understanding.
Fighter: Salkirian fighters pursue creative styles of In recent years the former king of Salkiria pushed
swordfighting. Many learn tumbling and other styles to revitalize the people of his country, seeing Terep-
commonly attributed to rogues, and a good number of pek to the north as a rigid land of stuffy bureaucrats
them multiclass as rogues. and Bazareene to the west as a sleeping amoral war
Monk: While there are no formal monk schools in machine. He embraced the worship of Durann, and
Salkiria, a few skilled acrobats have found the way to with this good goddess leading the way he slowly
transcend the normal physical limitations and turned his people from decadent hedonists to vigor-
progress as monks. ous, good-hearted lovers of life and liberty. Although
Paladin: Durann has few paladins, and most of the king died in his sleep a year ago, his son Larrison
them are female. They often are blessed with fine has taken up the mantle of his father and continues to
voices and lead church choirs in between missions of promote the ideals of truth and good. While Salkiria
good. They traditionally wear white and ride only is allied with Tereppek and Bazareene, and views
white horses. Thurkasia as an independent daughter state, Larrison
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sees his land as the only active and civilized force of here as well. Despite its size, Ridou still has the feel of
good in this part of the world, a shield against corrup- a frontier town. The one easy road through the hills
tion and barbarism. leads past the city, so the locals are used to seeing many
strangers pass through.
Important Sites Shedarik (Small City, 7,300): This city was
Salkiria’s cities are well maintained and clean, with a founded after Durgerth the Conqueror’s hordes were
strong literacy rate and few domestic conflicts. defeated. The fortress was intended to be a first line
Bouldoh (Large City, 14,600): Surrounded by vine- of defense against such an attack (as well as attacks
yards and plantations, Bouldoh is a large but quiet city from Bazareene), but since that time people came to
known for its wines. Unlike Thurkasian wine, which is settle here, and now it is a good-sized city that dab-
CHAPTER 4:
COUNTRIES

very strong, Salkirian wine is light and sweet, often bles in mining and farming as well as being a contact
used for marinades. When Tereppek invaded Salkiria point for barbarians wishing to trade. Bazareenian
in retaliation for the War of Turrin River, they beef caravans from Heppara come here regularly and
bypassed Bouldoh to reach Donaree, and as a result the leave with fresh food, wine, and gems. The city’s
people of this city have always felt naturally lucky. mayor is always the commander of the fort and usu-
Deraant (Small City, 8,100): This city is Salkiria’s ally is a noble.
primary port and the point of contact for other coun- Shetourn (Small City, 10,500): This city is sur-
tries to the north. The city has a fleet of over 50 ships rounded on all sides by large and small plantations, all
(keelboats and sailboats), which are primarily fishing growing cotton. The cotton is used to make textiles in
vessels but are required to include a military officer as independent and isolated mills, then shipped to other
part of the crew in case the government needs to com- parts of the country by merchants for export. Salkirian
mandeer it. Most ships have one or two bards as well to cotton is very light and comfortable and is the pre-
keep morale high. The city has a tall wall just behind ferred material for clothing in this hot latitude. Many
the docks to protect against storms. people of poor or middle income build frame homes
Donaree (Large City, 17,800): The capital of and use cloth walls instead of wood or plaster, since it
Salkiria is nestled against the Hills of Baanth and sur- remains warm here even at night.
rounded by fields of grain on all other sides. The palace Wialto (Large Town, 3,200): This fishing town has
of the king is built on an artificial hill and overlooks experienced a recent influx of people with the discov-
the entire city. Near the city’s western gate is a large ery of a large and plentiful bed of oysters a few miles
temple to Durann, the only one of its kind in human offshore. Now small boats are visible at all hours near
lands. The city government consists of elected nobles the beds, with divers entering the clear waters to
and leaders of the merchants’ guilds. acquire white, black, green, and blue pearls. Clerics
Leburn (Large Town, 4,800): This town is on the and druids of Soggelos have been working to prevent
southwestern border of the country. It was originally a the oyster beds from becoming harvested too heavily
fort built to mark the Salkirian border but grew when but are greatly outnumbered by the greedy divers.
trade with the unruly humanoids of the mountains
become more common. The place is well defended Plots and Rumors
against invading monsters (particularly flying ones) Salkiria presents a friendly face to its neighbors, but
and streets are wide to prevent fires from spreading factors within its borders contribute to the many
between buildings. struggles that still plague its good humor.
Nonaull (Small City, 5,600): A great battle Gruul’s Army: An outlaw has been assembling dis-
between a half-dragon wyvern and the Salkirian bard contents and a few dire animal “pets” in one of the
Adsaulk occurred 150 years ago at this site, causing a hidden caves in the Hills of Baanth. Gruul, a woman
large section of the cliffs here to collapse, forming a reputed to be a half-ogre, bears some grudge against a
shallower incline with a nearly flat area suitable for set- noble in Ridou and threatens to destroy his mine hold-
tlement and docks. Three large magical stone pillars ings. The noble professes ignorance of the woman’s
along the waterfront bear spells that detect giants, identity or the cause of her grudge, but he is of a lesser
sounding a loud alarm when such creatures (including house and has little resources at his disposal to deal
scrags, which thrive in these waters) come ashore. with his attacker.
Fishermen here are well armed and trained in fighting Azure Bias: With the clergy of Soggelos opposing
scrags. The city has a very small school of wizardry that depletion of Wialto’s oyster beds, rumors have begun
focuses on water and cold magic. to spread that the druids are trying to conceal the loca-
Ridou (Small City, 8,900): This mining town is also tion of a giant oyster growing a blue pearl the size of a
inhabited by representatives of gem traders from halfling’s head. Tensions are growing high, and a dis-
native and foreign cities. Gemsmiths live here in guised cleric of Phaant is pushing the conflict toward
hopes of getting first pick of the raw gems drawn from violence. Furthermore, a nest of water nagas has taken
the hills, and a handful of gnomes and dwarves live interest in the pearl beds but hasn’t chosen sides.

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SURA-KHIRI cities within a few hours of dragonflight feeling espe-


Capital: Corenial Maskanastacia cially nervous.
Population: 180,300; elf (99%) Hakararenil: These shimmering portals of blackness
Government: Monarchy are known to the outside world by their Elven name,
Religions: Eanius, Galaedros which means “doors of the enemy.” Normally the
Imports: Grain, paper, livestock, jewelry yuan-ti arrive in the forest from the demiplane of
Exports: Fruit, textiles, armor, silver Coil by gate spells, but in the past five centuries they
Alignment: CG, CN, NG have managed, with the power of Traagash Daur, to
create permanent gateways from their home dimen-
Sura-Khiri, which means “holy gem” in the Elven sion to this one. The land around these gateways is

CHAPTER 4:
COUNTRIES
tongue, is the largest population of elves for a thou- inhabited by more yuan-ti than anywhere else, but
sand miles in any direction. Although the heart of fortunately the gateways can allow the passage of
their forest remains untouched by human only a handful of creatures before shutting down
hands, they are beset by yuan-ti, for the for days, so the numbers are still limited. The
demiplanar home of those monsters lies elves desperately wish to get close enough to
very close (in a planar sense) to the elven the hakararenil to seal them permanently, or
land. Angry at their losses and perhaps even attack Coil itself, but so far
fearing extermination, the have failed.
elves of Sura-Khiri are a race of
hunters and warriors, dedicated to Life and Society
slaying their foes and preserving their Survival is the word of the day in Sura-Khiri.
lands. The days of dancing and singing in For a race of ancient creatures that can live
the moonlight and under the stars are gone, 700 years, the prospect of dying within a
and the taste of fruit drawn fresh from the trees generation is a horrible, soul-numbing
has become bitter in the mouth. These elves terror. Every facet of elven life now has
look back on such activities fondly as artifacts of an undercurrent of desperation,
an earlier age, and hope that one day they can with every item made seen as
afford such idle luxury again. Until that day, a tool in the war against the
the elves grimly face their fate, hoping to pre- yuan-ti or something that can be traded
serve the next generation of children from for some advantage against that enemy.
the scaly grasp of the serpent folk. Still, the elven mentality of superiority
over all other races keeps them from
Major Geographical Features accepting offers of aid from sympa-
The country of Sura-Khiri is defined by thetic governments, for to do so
the borders of its forest, which to out- would be to acknowledge that the
siders is known by that name as well. elves are vulnerable.
The Forest Home: This very old Children are raised with stories
forest has some trees and treants that of the old ways, before the scaled
are over 2,000 years old. While its obscenities (as the elves called
outer perimeter has shrunk them) first set foot in the elven
somewhat due to logging, forest. Young elves carries these
the elf druids aggressively plant stories in their hearts like those
new trees wherever it would be healthy of a paradise lost, and grow to
to do so and where humans are uncommon, so it MD hate the yuan-ti for their very
has retained most of its splendor. In addition to the existence. Elf bards compose war ballads
elves and fey creatures living here, there are roving telling of the destruction of elven beauty and the need
bands of yuan-ti. to strike back lest it occur again. In a part of the world
The Lair of Saurivadartak: Over a thousand years that has no drow, the yuan-ti have taken their place in
old, the green dragon Saurivadartak usually spends the hearts of elves.
decades in slumber, leaving his traps and minions to Most elves of Sura-Khiri are trained as warriors or
alert him to intruders. Although he has allied with the fighters. While the tradition for magic is still strong
yuan-ti in the past, and in fact has had offspring with in them, the innate spell resistance of the yuan-ti
some of the more unusual yuan-ti that have brought drives most elf wizards to craft magic armor and
him tribute, Saurivadartak has had little interest in the weapons that bite scaly flesh and thwart snake
snake people for the past century and battles them attacks rather than create spells that directly attack
when they meet. Disturbances in the vicinity of his lair their foes. A few prefer battle magic, learning ways to
and vague omens carried by the trees have the elves affect the magic-resistant flesh of their traditional
believing that he may be stirring again, which has the foes. Used to a wandering lifestyle, Sura-Khirans are
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COUNTRIES

TB

comfortable picking fruit and digging roots as they with the trees. Now they are girded for war, and their
travel, supplementing their meals with small game. dancing and singing reflects this. Their dances mime
They consider agriculture a wasteful and unnatural elves defeating yuan-ti, with stealthy runs, fierce stabs,
means of sustenance for beings that have outgrown and much clashing of weapons. Their songs praise
their ability to live off the land. elven strength and mock the scaled obscenities for
An elf soldier wears chainmail and a small shield, their weaknesses. The sound of elven throats calling
and carries a shortbow and a longsword. Elf scouts are for the relentless slaughter of their enemies, and the
armed similarly but sometimes wear a chain shirt or sight of the graceful elves enacting angry war dances,
studded leather. A band of elf soldiers usually has one is a shock to most. Still, the original elven tradition is
cleric and one wizard in addition to the fighters and remembered, for one child in each community learns
warriors. All soldiers have equipment of the highest the old ways so that when the elves have defeated the
quality available, and most soldiers acquire boots of yuan-ti, they can once again dance in the manner that
elvenkind and a cloak of elvenkind as soon as they can their ancestors wanted.
afford it.
Roles for Character Classes
The Arts Barbarian: A few small elven settlements that have
The elves have traditional songs and dances that cele- suffered heavy losses from the yuan-ti have regressed
brate the lives of elves, their history, their longevity, to a more savage state, and among these, some elves
and their ties to the trees, sky, and stars. These tradi- have learned to call upon their inner rage. The elves of
tions date back over a thousand years and have been more civilized communities look down upon these
refined over generations of elf bards. Humans that crude elves.
have been lucky enough to see the elven dances are Bard: Elf bards sing and teach the war songs of their
unable to come up with words to describe their beauty, race. They use their guile and keen ears to find news
and many human songs are poor corruptions of these and allies that can help the war in the forest. A rare
great elven ballads. few learn the old songs and sing the glories of the
The elves no longer perform these. elven people in the far lands so that the elves will not
Confronted with the threat of extinction, the elves be forgotten.
have changed the focus of their art. No longer do they Cleric: Clerics of Eanius and Galaedros are re-
dance with joy under the mother stars and in harmony spected members of the elven community. Many

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travel to Manifest to speak to the spirit trees and carry Monk: Elf monks are almost unheard of, and those
word to that city’s elves and elf ghosts. As followers of who study unarmed combat usually are specialized
nature gods, these clerics despise undead almost as fighters rather than practitioners of mental and physi-
much as those of Aluvan and Chaniud do. cal disciplines. Sura-Khiri has no monasteries for this
Druid: Elf druids have a deeper connection to the sort of training.
land, focusing their worship on more primal aspects of Paladin: Elf paladins are as rare as monks in the
Eanius and Galaedros, almost as if these deities were forest. A rare follower of Eanius has the potential to be
metaphysical incarnations of the earth and sky rather a paladin, and these are often female elves who even-
than separate entities with dominion over these tually establish a bond with an aerial creature such as
things. They are the guardians of the sacred groves that a pegasus, griffin, or hippogriff.

CHAPTER 4:
COUNTRIES
mark the founding points of elven civilization. Ranger: Elf rangers are the scouts, couriers, and
Fighter: Elf fighters are the vanguard of the elven trackers of the elven armies. Many legends of elf
military. They guard elven communities and lead the heroes are about rangers who became isolated from
charge against yuan-ti invaders. Most have seen some their companions and managed to fight their way
sort of combat against yuan-ti in their lifetime. home through hostile territory and dozens of hated
pqqqqrs
THE DEMIPLANE KNOWN AS COIL A miles-long chasm dominates part of the demiplane, its un-
The extraplanar yuan-ti homeland of Coil is an awful and known depths unexplored by even the yuan-ti. The area around
dangerous place. Only two expeditions from the Material the chasm is blasted and barren for miles, and the chasm and
Plane have been known to reach Coil and return, both from its wasteland may be the result of a failed powerful spell by the
Manifest and sponsored by the Piran Sedestadel. What is yuan-ti. Both of the demiplane’s rivers empty into the chasm.
known about Coil is based on reports from the survivors of The extreme end of the demiplane beyond the chasm is sepa-
these trips. rated from the main part by a 40-foot-high cliff wall, beyond
Coil is an irregular-shaped finite demiplane with a tangible which is more jungle.
border. Approximately 50 miles long in one direction and 30 in Coil is inhabited by many strange creatures, most of which
the other, the place is surrounded by a huge dark wall that in are scaly reptilian versions of conventional animals and other
some places resembles writhing snakes. The wall is solid rock monsters. For example, a deer from Coil might have brown
and is at least 30 feet thick. The walls are at least a mile high scales instead of fur, and a griffon might have a pterosaurlike
and shift slightly over time, encroaching upon or expanding the head and leathery draconic wings. These creatures still have
territory of the yuan-ti. the same abilities as normal creatures of their type (they do not
The sky is a dull gray-blue, with a sun burning directly gain or lose anything from these cosmetic changes). Despite
overhead at all times. Greasy gray clouds wander about the the presence of these altered beings, the snakes of Coil are the
demiplane, sometimes blotting out the sun entirely for days. primary “natural” creatures.
The air is warm. The daily rains are warm, as well, and strong The yuan-ti are the undisputed masters of Coil, and they are
enough to flood low places. Lightning and thunder are fairly the only intelligent beings that live here (save the unfortunate
common during these storms. The heat and humidity are slaves they corrupt into tainted ones and broodguards). More
equal to a tropical environment, and when combined with than ten thousand yuan-ti of various kinds live here, with
the rainfall, they make the place ideal for jungle growth, most living in or near the six large ziggurats they built. A large
which covers almost all of the land. Interspersed among the number also live in the great palace-fortress of Traagash Daur,
regular vegetation are snakes that grow from the cursed soil a collection of stone towers that writhe like snakes. Beneath
like plants, attacking creatures that come near them. Some the palace are great dungeons and catacombs that extend for
of these snakes are no more than 1 foot long, but others miles, and living at the center of them is Traagash Daur herself,
reach over 30 feet. a human-headed yuan-ti abomination cleric/sorcerer of Orcus.
Three groups of low mountains break up the nearly flat From the heart of Coil she leads her people to pillage and
terrain, and it is there that the yuan-ti mine iron, copper and tin destroy key locations on the Material Plane.
(to make bronze), gold, silver, and gems to use in their magic Coil is coterminous with the Material Plane but not coexis-
and weapons. A river flows from one group of mountains and tent. When traveling from Coil to the Material Plane, the forest
after a few miles forms a lake. The lake itself is inhabited by of Sura-Khiri is the most accessible point (the shortest routes
aquatic serpentine creatures that tear apart any creature that lead there, but it is possible to travel elsewhere if the traveler
enters the water. The lake’s runoff forms a small river and is willing to spend more time doing so) and creating portals
swamp. Another set of mountains is the origin of a bizarre river to anywhere else on the Material Plane requires more time and
of snakes that writhe and flow like water. Some of the snakes resources. One can travel from the Material Plane to anywhere
escape and become free-roaming, but most are content to on Coil without difficulty, although the travel time increases
remain with their fellows and devour anything that mistakes with distance from Sura-Khiri. Because locations in Coil are
the river for water (and in firelight, when the sun is covered, the not coexistent with those in Sura-Khiri, two portals in the
stream of shiny-scaled ophidians does resemble the dancing demiplane that are near to each other might lead to two very
surface of water). distant locations.
pqqqqrs

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Coil

Snakes
of

i ver
CHAPTER 4:

W
COUNTRIES

ast
ela
nd
Fortress of
Baur

p
am
Sw
Wastela
nd

Swamp

Key
Palace
01 2 4 8
Ziggurat
Scale in miles

foes. Elf rangers are well respected for their fighting great blade of amazing beauty that sang whenever it
ability and their woodland skills. struck and shone like the brightest of the night stars.
Rogue: Trained as spies and snipers, elf rogues are Naming it Starfire, he realized that this fine weapon
the unsung defenders of their homelands. They build might be the key to uniting the elves and putting an
traps along obvious paths to elven communities and end to the violence that killed his father in a useless
shepherd the old, young, and weak when a community battle. Tribe by tribe, he persuaded the elves to come
must be moved in an emergency. together in peace under his rule, sometimes with
Sorcerer: With the hourglass running out on the words and sometimes with swordplay. He swore that
elven people, many young elves with an interest in as king he and his descendants would remain as
magic cultivate their inner talents for sorcery rather honest and true as his blade, and promised that this
than the lengthier study of wizardry. Older elves frown compact would last as long as no elf of the forest raised
on this development but understand their motiva- a sword against another elf.
tions. Elf sorcerers tend to be moody and sensitive. Mithralithar’s family has ruled Sura-Khiri for four
Wizard: Elves who have the patience to study generations, thwarting human aggression, a demonic
wizard magic are becoming fewer, but the lure of invasion, and the attacks of Saurivadartak the Green.
power and the hope of restoring the elven legacy of Now, with the forces of the yuan-ti growing ever
great magic are still appealing. Elf wizards are often stronger, the elves need the strength and wisdom of
idealists and tend to pursue forms of item creation the bearer of Starfire more than ever. The current scion
rather than metamagic. of Mithralithar’s line, Dalaglis Everwood, worries that
the twilight of his people has come, and an unnatural
History weight of years is visible in the young elfking’s face.
Elves have lived in this forest for over 3,000 years, Many elves question fighting against the yuan-ti,
although no records exist of how they came to be believing relocation to be the wiser course, while the
there or where they lived before that. The elves lived elders and traditionalists shudder at the thought of
as wanderers, traveling in groups of a few dozen, occa- leaving the remaining virgin woodlands to the preda-
sionally meeting peacefully to trade but sometimes tions of the snake folk.
engaging in battle over wealth, territory, or honor.
Their worldview was shattered when the elf smith Important Sites
Mithralilthar Kerythal was witness to a meteor smash- Unlike the human civilizations, the elves tend to have
ing into the heart of the forest. smaller mobile settlements, and only three permanent
From its skyborn adamantine Mithralithar forged a settlements are worthy of note within the forest.
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Corenial Maskanastacia (Small City, 5,400): The Familiar Horrors: Strange monstrosities from the
elven capital’s name means “home of the king of the vicinity of Kavaniivaediir have been wandering fur-
starfire.” King Dalaglis Everwood is the latest bearer of ther and further south. Bearing elven weapons and
Starfire. He is old before his time, worried about the armor, these creatures resemble undead elves but are
fate of his people as their youngest and strongest are limned with cold green flames and breathe poisonous
worn away by attacks from the scaled obscenities. The gas. At least one elf has recognized the face of his own
elven palace is built of living wood, with a large open cousin among the abominations.
courtyard that gives a view of the stars that made the
gift of the meteor. Half of the elves living here are TEREPPEK
trained in war and patrol the vicinity for any sign of Capital: Paluak

CHAPTER 4:
COUNTRIES
encroachment by the enemies of the people. None Population: 3,597,400; human (98%), dwarves (1%).
other than elves are allowed to enter the city. Government: Pedocracy (humans), monarchy
Thalath Lanialusa (Small Town, 1,500): Mean- (dwarves)
ing “the place of the blue tree and beautiful water” in Religions: Chaniud, Durann (dwarves), Soggelos,
the Elven language, this is a holy city of the elves, for Uhanam.
thousands of years ago this site was visited by Eanius Imports: Glass, iron, beef, herbs and spices, silver
and Galaedros, giving the gifts of speech, beauty, and Exports: Cheese, grain, fish, gold, paper, rice
longevity to the elves. As proof of their power, they Alignment: LN, N (barbarians CN)
changed an ancient oak and a quiet pond so that the
tree bore blue fruit that healed those who ate it and Tereppek is a nation of philosophers and intellectuals.
the pond was so beautiful that even the most hard- Such pursuits often lead to the study of magic, and a
hearted elves wept at the sight. This settlement is disproportionate number of wizards live in Tereppek.
primarily inhabited by clerics and guards and is a Ruled by a council of learned bureaucrats who must
pilgrimage site for devout elves. It is subject to fre- pass classes in history, politics, philosophy, law, and
quent yuan-ti attacks, for Traagash Daur sees the fall ethics, it is a nation whose people enjoy an enlight-
of Thalath Lanialusa as a major goal in the destruc- ened life, and even the lowest commoner is literate
tion of the elves. and often schooled in the basics of reason and logic.
Kavaniivaediir (Formerly Small Town, 1,800) Tereppek trades peacefully with the dwarves in the
(current status unknown): This town, whose name Thanaurmar Hills, and stands vigilant against attacks
means “branching brightstone,” was once the center of from the yuan-ti of Sura-Khiri. Also known as the
a minor independent elven principality within Sura- Golden Beacon, Tereppek is known for its wisdom,
Khiri. Ruled by an offshoot of the Everwood family, strength, and desire for peace.
prince Shalolin Wanderstar founded this place 200 Because of a great and bloody conflict with Salkiria
years ago after many philosophical arguments with his known as the War of Turrin River, the people of Terep-
sister, Queen Silienipho. Wanderstar’s followers kept pek turned away from violence as an acceptable course
separate from those of the greater kingdom for 120 of action except under the most extreme circum-
years, and only toward the end of that time did rela- stances. They still retain a legacy of powerful battle
tions begin to warm again. Unfortunately, reconcilia- magic, which they have used to fortify their borders in
tion was impossible because of the intervention of the the hopes of deterring aggression.
yuan-ti, who managed to create a hakararenil a few
miles from the town and stormed it with murderous Major Geographical Features:
intent. Everyone within the city was slain or driven Tereppek is a flat, coastal land, bordered on the north-
into remote parts of the forest. Among the dead were west by hills and sylvan forests.
the prince himself, and when the news reached the Thanaurmar Hills: These hills mark the northern
queen, she died of heartbreak. Now the vine-covered border of Tereppek and are the source of the country’s
standing stones of the town are shelter for yuan-ti, gold exports. The eastern hills experience frequent
undead, and corrupted beasts. Old elves approaching rainfalls that make them lush with vegetation, small
their last days sometimes mount suicidal attacks upon herd animals, and the creatures that prey upon them.
the city in a gesture of defiance against the yuan-ti. The Grumnyr dwarf clan that live under these hills
have been here for eight dwarven generations and are
Plots and Rumors easily recognized by their bright red hair. The colony
Sura-Khiri is beset by troubles inside and out but itself numbers 13,000 and routinely sends caravans of
remains too proud to ask for help. goods to Manifest, as well as young adventurers eager
Treacherous Bite: Yuan-ti coming from the newly to defend the city against its attackers. Many of these
formed hakararenil west of Thalath Lanialusa have cre- dwarves have moved to other cities within Tereppek.
ated a curse carried by animals that causes them to Plains of Graumar: These extensive plains are used
become enraged. Elves bitten by these animals trans- for growing corn and rice and for grazing goats, sheep,
form into yuan-ti tainted ones. and a few small herds of cattle. The area gets a great
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deal of rain from the coast, and some places are prone way with a simple cord or elaborately woven and
to flooding, but in general the weather causes a surplus pinned. Their native language is Pek, a rich tongue
of crops, and most towns are able to stockpile these for with many open vowels, but almost everyone knows
times of need. The southern portions are prone to the Trade Tongue and many study modern and
attacks from strange insectlike monsters (such as the obscure languages as a hobby.
ankheg), legacies of the magical energies unleashed in A typical Tereppekian is a learned individual with
the war against the hordes of Durgerth the Conqueror. an interest in pursuit of knowledge and a fondness for
The Gray Towers: After the hordes of Durgerth the debate. Government officials proudly wear badges
Conqueror were defeated, the government fortified its representing completion of various courses of learn-
border with Bazareene, and the Gray Towers were ing (a custom that some nonofficials practice as well),
CHAPTER 4:
COUNTRIES

built. Three stories tall, the towers are made of magi- and arguments between individuals usually
cally created gray stone. The entrances are on the originate about a point of information
second floor and all windows are arrow slits. rather than heated emotion. “Duels” are set-
Although the wizards and soldiers who guard these tled by debates, word contests, or other intel-
towers are sworn to secrecy, rumor has it that the lectual sports.
towers are linked with permanent teleportation cir- In war, the Tereppekian soldier wears
cles, each has a scrying device, and certain arrow scale mail and carries a scimitar and
slits allow a spellcaster to cast a 1st-, 2nd-, or shield. Few Tereppekian wizards choose
3rd-level spell that is automatically en- to specialize in the school of Evoca-
larged without having to adjust the tion, with most favoring Abjuration
spell level. or Enchantment.
The Rekkin
Coast: Most of The Arts
this coastline is shallow, The Tereppekians embrace art in all
making it easy to beach shallow- its forms. Every major community
draft boats without the need for piers. has an artists’ college, with painting,
The fishing is rewarding, and while tropi- oration, and dancing being the most
cal storms hammer the coast annually, the common studies. Tereppekian dance com-
locals are used to the disruption and look bines their love of art with their love of
forward to the larger fish the rough philosophy, revolving around logical
waters pull inland. An extended family movement problems (such as perform-
of water nagas and their locathah follow- ing a type of spin without using the
ers lair in underwater caves off- arms for balance) that must
shore, occasionally trading be solved within the
with the fisherfolk. boundaries of the
Lake Kerl: This lake dance. They be-
is a plentiful source of lieve this melding
fish and remarkably deep of the mind and
in the center relative to its body creates a more
size. Some speculate that in its balanced intellect and
depths are connections to the helps them handle chal-
MD
Underdark, but as the lake is inhabited by dire lenges in a nonviolent, non-
aquatic animals, few venture far from the shore to physical manner.
explore it.
The Turrin River: This broad waterway is fed by Roles for Character Classes
many minor tributaries along its length. It defines the Barbarian: There are no true barbarians in Terep-
border between Tereppek and Salkiria, but most pek. Those who practice reckless combat instead of
Tereppekians confine themselves to the western half skill and precision are shunned and ignored.
because some Salkirian fishers are very aggressive and Bard: Many bards of Tereppek are excellent speech-
territorial. The river is too deep to have any fords, but writers and debaters, and exercise these skills instead
Heppara and Teruek have regular ferries. of actual song when using their bardic music ability.
Bardic magic is seen as secondary to their artistic skills
Life and Society but not necessarily inferior.
The native humans of Tereppek are of medium height Cleric: The clerics of Uhanam and Chaniud par-
and have rich brown skin, wavy or curly hair, and ticipate in all walks of life in Tereppek, but they are
dark eyes. Some men grow facial hair, with a thin best known for their role as educators of children
mustache and goatee being a traditional style. Both and adults. Many clerics have roles in the govern-
sexes often keep their hair long, either tied out of the ment, although the duties of the church usually
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prevent them from rising too far in the secular world. philosopher or scholar, and so it is no wonder that wiz-
They are greatly respected for their discipline, skill, ardry is held in high esteem in Tereppek. Many gov-
and wisdom. ernment officials are wizards, and those wishing to
Druid: A majority of druids in Tereppek are in small leave a legacy usually fund stipends or scholarships for
communities near Sura-Khiri and are heavily influ- wizards in training rather than commissioning build-
enced by elven ideology. The rest are wanderers among ings or statues. Even young wizards are respected for
the lowland settlements of the country, replenishing their dedication.
cropland and tending to sick animals.
Fighter: The typical thick-headed grunt is a rare History
thing in Tereppek, for local soldiers see the military as The people of Tereppek were once a dozen tribes of

CHAPTER 4:
COUNTRIES
a means of furthering their education in history, tac- nomadic hunters and herders that roamed the hills
tics, and metallurgy. Tereppekian officers are usually and plains to the north. A charismatic wizard of Cha-
promoted according to their knowledge and the niud’s faith named Tettok rose to power in one of the
results of wargame skirmishes they command, for true tribes and convinced them to move southward and
battle opportunities are rare. settle in the lands they found there. Tettok’s reign as
Monk: At least one small monastery in leader of the united tribes lasted sixty-two
Tereppek teaches that mastery of the mind years; by the time of his death his
leads to mastery of the body. This would be people had almost entirely
a more popular pursuit for the people of abandoned their nomadic
this country if they didn’t espouse nego- ways, and within a generation
tiation over conflict. Still, those with they were all living in perma-
advanced training in this area create nent settlements. In the
awe and wonder in those who see eleven centuries since the
them work, and many tour with founding of the city of Paluak,
performers to exhibit their skills. Tereppek has evolved from a
Paladin: Paladins are not un- tribal government to a monar-
common in Tereppek, al- chy to a republic and has spent
though the population as a the last 300 years as a pedocracy,
whole tends to be more mod- ruled by bureaucrats who prove
erate. They always seem to their qualifications through study
appear when hostile forces and learning.
from Coil or Xaphan begin Tereppek’s history has been mostly
attacking, and travel else- peaceful, with only two major events
where during other times, for marring its tranquility. First was the inva-
their zealous ideology is in- sion of the hordes of Durgerth, which
compatible with the nonconfrontational nature of prompted the building of the Gray Towers.
the typical inhabitant of this country. The second is the War of Turrin River, an
Ranger: Most rangers from this country were born armed conflict against Salkiria in which three
in the western lands near Sura-Khiri (and are influ- Salkirian princes raised armies with the permission of
enced by elven culture) or in or near the Thanaurmar their father. Although the original intent of these
Hills that are plagued by monsters. Rangers tend to be armies was to eliminate what is now the Ghostwalk,
practitioners of herbal medicine, animal husbandry, when that proved impossible, the princes used their
and horse breeding. military might to conquer the eastern portion of
Rogue: Since Tereppek is a very lawful nation, the Tereppek. The princes were unskilled at warfare and
only legal professions for rogues are merchants, had not planned for a rapid response by the wizards of
moneylenders, appraisers, locksmiths, or variants Tereppek. Entire battalions were transported to the
thereof. The government uses magic to foil crime and riverfront to fight the Salkirian invaders, and when the
unearth thieves’ guilds, so those with criminal intent armies of the three princes were routed, the Terep-
are either so good as to escape even magical scrutiny or pekian soldiers marched on Donaree and sacked it as a
smart enough to look for better pickings elsewhere. punitive action. King Illustram was killed in the con-
Sorcerer: While the practice of sorcery is not flict, and Tereppek withdrew its forces to patrol the
banned in Tereppek, it is a bastard stepchild to “true” line of the Gray Towers.
arcane magic (wizardry) and frequently associated in Since the War of Turrin River, Tereppek has main-
the memory of the people with Bazareene. Native sor- tained only a small military, preferring to use magic
cerers operate discreetly and often pass themselves as and illusion to make its nonviolent preferences
bards, rogues, or weak wizards. known. Its people instead focus on art, philosophy,
Wizard: The pursuit of magic and its rewards for trade, and other peaceful pursuits. Despite its small
dedicated study parallel the ordeals and rewards of a army and nonaggressive stance, Tereppek is feared by
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petty tyrants and small despots for the power it could nations rely upon trade with Reldek to avoid starva-
wield if it chose to do so. tion in lean years. The people of Reldek encourage
altruism, and the predominantly good temple of Cha-
Important Sites niud works to help the poor and needy in Tereppek
Tereppek has many notable cities, most of which have and other nations. Chaniud’s church sponsors a theater
their own educational institutions for philosophy and troupe on the condition that they perform for charity.
the arts. Sevvil (Large City, 15,100): This city grew up
Heppara (Large City, 12,900): This city is the pri- around a prosperous gold mine. Most of its population
mary avenue by which goods from Bazareene enter is human, although about one-tenth consists of large
Salkiria. A large plot outside the city is little more than families of gnomes. The city suffers attacks as often as
CHAPTER 4:
COUNTRIES

churned mud and bales of hay, for the herds of cattle Hurmerbor, but gnome siege engines stand on towers
brought eastward are not allowed within the city facing the hills, and the master engineers crewing
limits. Heppara was destroyed by Durgerth’s warriors them know exactly where to aim.
and had to be rebuilt by its surviving citizens. Frag- Teruek (Large City, 23,000): Most of the primary
ments of barbarian armor and weapons still turn up in trade to Salkiria comes through Teruek, which makes
nearby fields after plowing time. The city’s bardic col- this town a hub for merchants, caravans, thieves, and
lege focuses on music, particularly stringed instru- mercenary guards. A family of Grumnyr dwarves lives
ments. here and crafts fine dwarven goods. Unlike the rest of
Hurmerbor (Large City, 18,900): This city was this region, Teruek suffers snow in the wintertime,
built on the site of the first meeting between Terep- probably because of some long-buried, mysterious
pekian humans and Grumnyr dwarves. It is a thriving artifact under the city. It is the home of a very large
city located in the shadow of a dwarven fortress. While dance company and school, the Kitat.
humans are not permitted in the dwarven halls, the Tirappa (Metropolis, 33,000): This city is Terep-
races mix freely in the city, with the dwarves selling pek’s primary port and point of contact with other sea-
weapon, armor, and crafted goods and the humans sell- faring nations. The country’s small military fleet is
ing exotic (to the dwarves) foods and other items. usually stationed here, most of which function as
Patrolled by human wizards and dwarves, Hurmerbor diplomatic and exploration vessels in addition to their
is considered one of the safest places to live, despite defensive duties. The Tirappan city library holds lore
the monsters in the hills. and knowledge traded from other countries and is
Kerl (Small City, 7,100): Built on the shore of Lake staffed by retired, well-traveled explorers. The library
Kerl, this city is a waypoint on the road to Bazareene. doubles as a poetry college, and its residents are
Many adventurers come here in the hopes of catching trained in calligraphy.
a great fish as a trophy, but most are killed because of Trin (Large Town, 2,300): This town started as a
their inexperience on the water. A shrine to Wyst is checkpoint on the Tereppek/Bazareene border and has
built on the end of the largest pier. evolved into a trade town. Smuggling contraband is a
Paluak (Metropolis, 76,700): The capital of Terep- lucrative business for those with the proper bribes,
pek is a very busy city with many great colleges and although the Tereppekian officials work hard to stamp
amphitheaters. Two wizard academies call this place out this corruption. The town is close enough to the
home, and most of the country’s 4,000 soldiers are bar- nearest Gray Tower that troop movements along the
racked within the city limits. Just about anything can road would be spotted by a tower denizen.
be found here in the heart of the largest nation in this
part of the world. Caravans come from all nearby coun- Plots and Rumors
tries, as well as naval shipments brought inland from Although on the whole it is dedicated to peace and the
Porune. Paluak has colleges for music, painting, and pursuit of philosophical ideals, Tereppek has its share
theater, and each has regular tours of artists and per- of rabble-rousers.
formers. Arcane Fires: A powerful and aggressive invoker
Porune [not on map] (Large City, 23,900): This has just become a pedocrat in Paluak. He has gathered
city, 70 miles northeast of Sevvil, marks the northern a number of sycophants under him, including some
border of Tereppek. The people of Porune trade with young wizards, and may try to push for an expanded
the Temaaki—tribes of nomadic hunters and herders military presence in Manifest to secure Tereppek’s
that live in the open grasslands to the north. The interests.
school of dance here is heavily influenced by the style The Flesh Advocates: A new cult has sprung up in
of the Temaaki tribes. Tereppek, claiming that the Golden Beacon has
Reldek (Metropolis, 26,300): This large port city is become so obsessed with the mind that it has forsaken
adjacent to large tracts of cropland. Its tall granaries the body. The cult espouses hedonism balanced with
can be seen from a mile offshore. The city exports tons philosophy and is causing arguments among the more
of rice and dried corn every year, and many smaller conservative members of the government.

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THURKASIA elves, but they have to change locations frequently as


Capital: Chellon the local monsters become aware of their presence.
Population: 403,400; human (95%), gnome (2%), Some small pools and springs in the forest are reputed
dwarf (2%) to have magical powers.
Government: Republic (with token monarchy) Dunn River: This river is swift and cool. A
Religions: Durann (dwarves), Eanius, Soggelos, small group of Thurka nomads pilot cargo
Tephaneron, Uhanam (gnomes) rafts down the river to Valarn, towing them
Imports: Cheese, sweets, rice back upriver with the help of strong horses.
Exports: Horses, wine, grain, The river is a hunting ground for crocodiles
lumber and dire crocodiles, including one half-dragon

CHAPTER 4:
COUNTRIES
Alignment: NG, CG, N, CN dire crocodile that is thought to be the off-
spring of Sauri-
Thurkasia is a land consisting of grass- vadartak the
lands and a young, tangled Green in Sura-
forest. Declining herds Khiri. Small
of krenshars and colonies of
other predators hunt shocker liz-
small game animals ards gather in
here, and the hu- parts of the
man residents fol- shore, and the hu-
low suit, although mans have learned
some communities to avoid provoking these crea-
have settled and cul- tures.
tivate crops of the nat- Varlin Mountains: The south-
ural wheatlike plains ern slopes of this mountain range
grasses and ferment are more sparse in terms of
wines from wild ber- vegetation but densely popu-
ries. Famous for lated by humanoids such as bug-
their bears, hobgoblins, and orcs, as
large, well as ogres. Hidden
strong among them are sev-
horses, the eral small colonies of
people of this land MD dwarves (unrelated to the Death-
elect “barons” for their tribes, who decide laws for the wardens of Manifest or Grumnyr of Tereppek) and
country as a whole. Frequently attacked by strange gnomes who occasionally trade with the humans.
monsters from the mountains and forests, the Thurka The dwarves and gnomes are dug in deep to prevent
rely upon their equestrian and archery skills to harry attacks from evil humanoids and the dragons and
the larger creatures, moving in with powerful great- wyverns that fly over the peaks from the northern
swords to finish the job. The Thurka have a culture that sides. The dwarves and gnomes became citizens of
is rapidly evolving due to outside influence, and Thurkasia after a treaty was signed by their leaders
unlike in other nations, the people as a whole embrace and the barons.
change, possibly a trait necessary for their nomadic Durhan Coast: This entire coastline is rocky, with
lifestyle. Arcane magic is uncommon in Thurkasia, dangerous cliffs and hidden reefs. The only safe place
with most arcane spellcasters being bards or rare sor- to make port is at the mouth of the Dunn River, which
cerers (probably due to infrequent intermingling with has been smoothed by its cool waters and dredged by
the people of Bazareene). industrious Salkirian traders. The rough waters are
the site of frequent attacks by aquatic monsters such
Major Geographical Features as scrags, but the cliffs usually prevent any of these
Defined by the peaks of the Varlin range to the north things from coming to shore. Tribes of territorial
and a rocky badland of gorges and mesas to the south, lizardfolk live in the many cliffside caves, rarely inter-
Thurkasia is a strip of land roughly 100 miles wide and acting with humans.
500 miles long, ending at the Durhan Coast.
Chenurall Forest: This forest has a small marsh in Life and Society
its center, possibly caused by an underground spring. The Thurka are of the same racial stock as the Salkiri-
Unlike Sura-Khiri, no elves or fey live here, and it is ans, although they tend to be somewhat taller. Tan,
instead home to strange and bizarre creatures that with black straight or curly hair, the Thurka usually
sometimes leave the forest to hunt humans. The keep their hair short. Their faces are usually broad,
Thurka cut lumber here without fear of reprisal from with strong cheekbones, and facial hair is very rare.
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They speak a dialect of Salak, and most know at least a The Arts
few dozen words in the Trade Tongue. Horses are very Thurka song and dance are strongly tied together,
important to the nomads, both in terms of daily living with traditional songs each having a correspon-
and lore. A wise Thurka of either gender can gain great ding dance. The two most important dances are the
esteem in the eyes of his or her future in-laws with a Song of the Old and the Song of the New. Both songs
gift of a fine horse. tell stories, and their dances are reenactments of
Most Thurka are born in mobile tent villages, learn those events.
to ride and tend horses at an early age, and grow up The Song of the Old is passed down through the
seeing much of their homeland. Only a relative few generations by community singing. It tells the history
come from a permanent settlement, but because the of the tribes and the people of Thurkasia, and incorpo-
CHAPTER 4:
COUNTRIES

Thurka often foster children from other villages, even rates elements of the Trade Tongue so that even the
the town-born can gain a wider perspective of their most ignorant child of the tribe can communicate in a
world. Women are considered to be better riders than limited fashion with outlanders. The Song of the Old
men, and men better archers, but other than that the ends with the arrival of the Salkirian delegation that
two genders are treated equally, and a village is as changed the country from a collection of allied tribes
likely to have a male baron as a female one. The to a loose group of baronies.
Thurka are a spiritual people and believe in making The Song of the New begins with that event and
prayers to Eanius before meals and at sunrise. proceeds forward to the modern day, incorporating
The Thurka tend to have large families, and important historical events since that time. New
because they foster children, they might have sib- verses are written by the master bards of the tribes and
lings in three or more distant villages. Reunions are must meet certain criteria set forth by the elders. The
times to tell stories and compare what has been Song of the New is considered to be unfinished,
learned. Part of the ritual of adulthood (at age six- although some great world-changing event in the
teen) is the drinking of strong berry wine, and most future might start a new song in the manner of the
travelers from Thurkasia carry a bottle of this wine Salkirian diplomats.
with them as a departing gift from their family, both
to be used as a libation to Eanius and as a trading Roles for Character Classes
item with the northerners, for Thurka wines are pop- Barbarian: Some of the warriors of Thurkasia have
ular in nearby lands. learned to invoke their inner rage when combating
The two dwarf and two gnome colonies of the the strange creatures that attack the tribesfolk, but it is
mountains are part of Thurkasia, and the dwarf and considered cowardly to use this ability against any-
gnome royalty of each colony carry the title of baron, thing other than monsters (essentially any creature
even though they are strict monarchists who do not that is not a humanoid). Because of this, most Thurka
elect their successors. In fact, because of the lifespans barbarians multiclass as fighters or rangers on the off
of these nonhumans, the barons ruling the four chance they have to fight “civilized” creatures.
colonies today are the same ones who agreed to the Bard: Thurka bards are expected to know both of the
friendship treaty ninety-one years ago. While the dif- great Songs, and it is tradition that any uses of bardic
ference in maturity rates means that few Thurka foster music rely upon parts of these songs rather than the
their children into one of the colonies (or vice versa), songs of outlanders. Bards are preservers of the her-
a few exceptional gnome chil- itage of the tribes and a living record of their history
dren have asked to learn to and culture. Their magic is considered different
become horseriders, and a from sorcerer or wizard magic and does not have the
few dwarf smiths have fostered same stigma.
their children to human settle- Cleric: Far less common than druids in Thurka-
ments to teach metalcraft. These sia, clerics of Tephaneron have held their place
arrangements strengthen the in this society by filling the need for battle
bonds between the dwarves, clergy. They prefer healing magic or that
gnomes, and humans, and despite which enhances their combat skill, for
their differences they have few dis- destructive spells are seen as aspects
agreements. of arcane magic and are there-
A typical Thurka warrior is fore distrusted.
mounted, wears a Thurkasian breast- Druid: The druids of
plate (see the Equipment section of Eanius are the back-
Chapter 1), and carries a greatsword bone of the Thurka reli-
and longbow or (if he can afford it) com- gion, for they still make
posite longbow. The Thurka typically peace with the spirits of
use standard saddles instead of animals they hunt and
military saddles. examine natural omens
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for guidance in daily matters. Druids present an air of leaders accepted, and Thurkasia was partitioned into
being mysterious and wise, and they view clerics as a dozen baronies. However, when the barons eventu-
rivals and upstarts drawing on outlander practices. ally began to die of old age, the common folk chose to
Fighter: Thurka fighters practice the use of the elect new barons in the same fashion as they did
greatsword and mounted archery. They prize strength before, rather than allowing a direct inheritance as
and success in battle, and a fighter with many victories the Salkirian nobility used. The borders of the bar-
under his belt is considered a better candidate for onies became looser over time and were eventually
leadership than someone with similar ideals but less abandoned.
combat experience. In the following decades the Thurka adopted other
Monk: Monks are unheard of among the Thurka, for aspects of the Salkirian culture, yet growing more

CHAPTER 4:
COUNTRIES
the rigorous training needed for this career is unavail- independent all the while. The barons even convinced
able there and impractical in the Thurka’s mostly the leaders of the dwarf and gnome colonies to the
nomadic culture. north to join with them officially in peace and friend-
Paladin: A few paladins have been known to the ship, an act of which even the Salkirians were inca-
Thurka, but all have been visitors from Salkiria intent pable. Eight years ago the Thurka petitioned for and
on wiping out perceived evil influences (whether a were granted independence by the King of Salkiria. In
member of one of the nastier tribes or a truly evil thing the intervening time they have been adjusting to their
from the mountains or forest). The concept of a rigid political freedom and to other changes as their culture
warrior of law is completely foreign to the Thurka, and continues to shift from a completely nomadic one to a
one who cultivates such ideas usually leaves the tribes somewhat agrarian one.
upon reaching maturity.
Ranger: Many of the scarred veterans of monster Important Sites
battles are rangers, channeling their deep-seated Thurkasia’s few permanent settlements tend to be
loathing of the vile beasts that plague the tribes into small and open, built to allow for tall people and a lot
lethal swordplay. Thurka rangers still prefer the great- of horse traffic.
sword and so rarely exercise the two-weapon fighting Chellon (Small City, 6,100): The original agree-
style common to rangers of other lands. ment with Salkiria named this village as the capital of
Rogue: While thieves and lockpicks have little Thurkasia, and the Thurka have honored that agree-
place in nomadic Thurka society, some are finding uses ment, if only to the letter. It is used as a meeting
for their skills in the settled communities. The place for the barons every season, but other than
nomadic ones use their gifted hands to craft weapons, that there are few indications that this town is any
lie in wait for game animals, and negotiate with out- more important than the others. Fields of cultivated
landers who would otherwise try to trick or swindle wheat and berries surround the eastern half of the
the tribes. town, but the western parts are left bare for stacks of
Sorcerer: Arcane magic is mistrusted by the Thurka, lumber harvested from the Chenurall Forest. Every
and even innocent sorcerers who have the talent for nomadic village of Thurka passes through Chellon at
magic through no fault of their own are often least once a season, leaving news and trade goods for
shunned. Some scar themselves in an attempt to purge relatives.
themselves of magic, and when this fails they decorate Ferrisin (Large Town, 2,900): This town is the trad-
themselves with more scarring and tattoos to enhance ing center for the “hill tribes,” as the humans call the
their power. Because of this, Thurka sorcerers are usu- dwarf and gnome colonists. Only about 200 of the
ally twisted individuals who do nothing to improve town’s residents aren’t human, but they produce most
their tribe’s perception of them. of the durable goods, particularly armor, weapons, and
Wizard: Lacking any facilities to meet with other leatherwork. The town is encircled by an intermittent
wizards or share spells, there have been no native wiz- wall, helpful but not perfect at aiding the residents.
ards in Thurkasia for over a hundred years. Jajin (Large Town, 2,600): Horses are the primary
trade of Jajin, as all of the tribes bring their best here in
History hopes of fetching a fine price, while local breeders
Until only three centuries ago, Thurkasia was a collec- arrange trade caravans to Valarn and northward. It is
tion of nomadic horse tribes, too busy battling mon- said that Jajin is the best place to get Thurka horses, for
sters from the Chenurall Forest and southern Varlin the best ones are bought long before the caravans
Mountains to consider fighting each other. Mobile reach Salkiria.
and free, they lived and died as their ancestors had Valarn (Large Town, 4,000): The Thurka call this
done for hundreds of years before. city the “door to the world,” for nearly all contact with
In the heat of summer 292 years ago, the Salkirian outlanders comes through this town. Most of the
king sent an envoy of diplomats with gifts to the workers at the port are descended from the Salkirian
Thurka leaders, offering them titles in the kingdom traders who helped build it, for the Thurka dislike
in exchange for their fealty and annual tribute. The open bodies of water and have little interest in work-
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ing on a pier. The tribes stop by here at least once a year ited to hit-and-run tactics, slaving raids, and battalions
to barter and show their children some of the things of of mindless undead transported via ship or magic to
the outside world. places where they can kill and harass the living.

Plots and Rumors Major Geographical Features


For a culture that respects the old and embraces the Xaphan has its share of strange places to visit.
new, the Thurka have their share of problems. The Forest of Khul: This small forest is haunted by
Three-Armed Plague: A tribe of athachs living in undead and monsters powerful enough to fend off
the forest has been making raids on Chellon, stealing undead attackers. Particularly common is a sort of
gems, food, and horses (presumably for food). The goatlike monster with a skeletal head, which are used
CHAPTER 4:
COUNTRIES

Thurka don’t know why the athachs are living in the by some undead as mounts. The forest is slowly dwin-
forest or what has caused them to make these attacks dling from logging while it simultaneously becomes
on the city, but the elders suspect one of the magical more corrupted by negative energy.
pools is responsible. Phyrrian Isles: These four islands off the western
The Vanishing: One of the thirteen tribes has com- coast hold the remnants of a civilization that predates
pletely vanished and has not been heard from for over the founding of Manifest but apparently had no inter-
a month. Their last known campsite is empty, but there action with the Deathwarden dwarves. Some undead
are no tracks of them leaving that location. The only from Xaphan roam here amid the ruins, and occasion-
clues are eight metal hoops found on the site, each ally one of the vampire councilors investigates the area
made of a different material and adorned with differ- for old magic, but warding spells and old curses have
ent gems and carvings. prevented much from being discovered.

XAPHAN Life and Society


Capital: Inilith Xaphan is unfit for human life. Necromancers and
Population: 167,200; human (4%), undead (95%) many kinds of horrible undead roam there, perform-
Government: Theocracy ing foul experiments and covering the land with their
Religions: Nessek, Orcus, Phaant corruption. The flatlands are decaying into areas of dry,
Imports: Iron, slaves, lumber gray soil that is often stirred up by the wind into blind-
Exports: Jewelry, marble, herbs and spices, strange ing clouds. The forests are being chopped down almost
magic items before the dark energies permeating the environment
Alignment: CE, N, NE can twist them into mockeries of living things. Even
the waters around the islands are foul and polluted,
Xaphan is a terrible realm of oppression and evil, bear- with thousands of dead fish piling up and rotting on
ing the constant stench of undeath. Ruled by a council beaches until discovered by scavengers. The native ani-
of vampires, most of the island’s native population was mals have nearly been wiped out, with the exception
slain and converted to undead of various kinds. Now of vermin and other creatures too small to be easily
the few thousand living humans on the island live in caught by ghouls and other hungry undead.
slavery, existing only to provide food for vampires and The humans who live in the area are treated more
ghouls and give up some of their children to swell the like cattle than slaves, herded by powerful undead
ranks of the undead. lords and either used for food or sold to other lords for
Few people ever visit Xaphan, and those who do are evil magic. The humans work in small gardens in the
usually very powerful or very foolish. Most of the lords’ manors, scrounging what they can from the few
island’s trade is conducted through intermediaries, for fertile spaces and eating rats and other small animals
few would willingly deal with agents of such a they find. In desperate times they even fall upon each
depraved country. The council of vampires that rules other. Only a handful of people manage to escape the
Xaphan is beset with internal power struggles and con- island in any given decade, usually sorcerers with a
flicts between personal armies, for the council lacks a hidden talent for magic that helps them cross the
true leader who can unite them in the manner of water. These poor souls wash ashore on the Hikirian
Xaphan himself. Aggression from Xaphan against peninsula, Salkiria, or (rarely) Tereppek, bearing tales
Manifest and isolated outposts in nearby lands is lim- of misery and depravity.
The undead have a quite different experience. The
vampires who rule the place have doled out parcels of
land to their more powerful spawn, as well as to other
intelligent sorts of undead, who subdivide their own
territories into smaller pieces for their lieutenants to
control. Because the undead are tireless and have no
real need for food, considerations such as available

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game or fresh water are irrelevant, and so all territories have other primary duties like practicing great battle
are approximately equal in importance (although a spells or keeping the slaves in line.
piece of land near a mine or in the forest is still more Druid: There are no druids in Xaphan. Any that
valuable). This means that the undead have “commu- were there were slain or fled in grief when the destruc-
nities” anywhere on the island, in and out of the orig- tion became too prevalent.
inal cities, though some plots of land are little more Fighter: Because many undead make excellent com-
than bare earth with a command post and a battalion batants just with their brute strength and innate
of zombies. The undead “nobles” of all ranks fight powers, it is difficult for an undead fighter to stand out
each other for territory and resources, in the eyes of a superior. The best one can hope for is
following the example of their leaders. to become a lieutenant to a more

CHAPTER 4:
COUNTRIES
The vampire councilors sometimes ally powerful undead, and this usually
in groups of two or three against their requires creative thinking or an
fellows, but these alliances quickly col- unusual opportunity.
lapse or are opposed by rival alliances Monk: The turbulent political
that form to prevent their enemies landscape of Xaphan makes it nearly
from taking power. impossible for the proper level of
Since the primary deity of the coun- concentration and discipline to
try is Orcus, there are frequent become a monk.
demonic rites and sacrifices, and each Paladin: For obvious reasons,
of the monthly meetings of the vam- there are no longer any paladins
pire councilors (all of whom are clerics native to Xaphan, having been
of Orcus) begins with a human sacri- killed in the hundred years since
fice. Given that the human popula- the Liche War.
tion is low on the island, they often Ranger: Xaphanian rangers
have to buy slaves (often criminals) hunt down renegade undead and
from other lands or simply kidnap scout for the armies. Some of them
people. Ruled by undead at all become assassins and are pitted
levels, the only living beings that against one vampire councilor or
have any power in Xaphan are another on suicide missions.
necromancers, and most of Rogue: Rogues fulfill the same
those hope to eventually be- functions as rangers but are less
come undead. common because they are relatively
weaker, given that they cannot
Roles for Character Classes sneak attack undead.
Barbarian: There are not Sorcerer: Most of the native sor-
many barbarians among the cerers of Xaphan died in the Liche
undead, but gangs of barbarian War. The few survivors have become
ghouls and ghasts are used as undead and act as coordinators for the
shock troops by the more power- strike teams into Manifest, usually
ful lords of Xaphan. A raging because they have access to multiple
undead barbarian does not gain an teleport spells each day and can ferry
increase in Constitution (or any- creatures magically.
thing dependent upon Constitution Wizard: The responsibility for new
such as hit points or Fortitude saves) but arcane necromancy spells falls upon the
uses its normal Charisma modifier instead bony shoulders of Xaphan’s wizards. They also create
of its Constitution modifier to determine how long a the magic items that the senior undead use. At least
rage lasts. Because undead are immune to fatigue, an one is trying to build a permanent one-way teleporter
undead barbarian is not penalized when a rage ends. from Xaphan to Manifest, but the power of the Mani-
Bard: Most bards of Xaphan are undead bonesingers fest Ward is somehow interfering with the process.
(see the Monsters chapter). They support the undead
armies with healing magic and use Enchantment History
spells to confuse living opponents. Once known as Inuitea, this island was a peaceful place
Cleric: Xaphanian clerics animate and control of merchants and fisherfolk who venerated Soggelos
undead, moving mindless ones to where they are and Wyst. Ruled by a loose monarchy, they had a large
needed and forcing compliance from the more navy but almost no army, for any attacks against them
independent-minded kinds. Even clerics of Nessek would have to cross the sea. The lack of a strong inter-
and Phaant are involved in this task, although they nal militia led to its downfall when the cult of Neis-

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tra’demos predicted the appearance of a living manifes- Inilith (Small City, 7,200): The original capital of
tation of their deity. Neistra’demos was believed to be a Inuitea survives as a gloomy mockery of its former
minor death deity, but Xaphan the Harbinger revealed self. Much of the city was destroyed when Xaphan’s
that this was actually Orcus, Demon Prince of the cult took over and little has been rebuilt, leaving large
Undead. Xaphan and his followers (both undead and areas of rubble where undead prowl and skulk. The
demonic) overwhelmed the remaining buildings
token resistance of the Inu- have all been converted
itean military and proceeded and redecorated, each
to slaughter most of them to holding a shrine to one
create hordes of undead. of the evil deities wor-
CHAPTER 4:
COUNTRIES

King Oryn is said to exist to shiped here. Many


this day as the debased buildings are protected
spawn of the most powerful by an unhallow spell,
vampires on the island. and actual temples
The fleet was converted to always have that spell
warships filled with undead with a bless spell affect-
and an attack was mounted ing worshipers. Inilith
against the mainland. There is the location of the
were many great battles, vampire court, and each
with destructive magic vampire councilor has
unleashed by both sides. The claimed one of the city’s
fallen defenders of life were mansions for personal
revived with necromancy, use. They take turns
many demons were ban- casting control weather
ished, and ghosts took arms spells to keep clouds
to slay the abominations. above the city to keep
Finally, the mages of the out direct sunlight.
Piran Sedestadel created
seven great magical crowns Plots and Rumors
that were given to the gener- Xaphan is the closest
als of Manifest’s defenders, organized foe to the
and with their combined people of Manifest and
power, they were able to is periodically responsi-
break the back of the ble for its troubles.
Inuitean army and send The Godsplinter:
it back across the sea. A long sharp piece of
Xaphan himself was Xaphan’s thighbone was taken
slain, but one of his vam- by a Xaphanian necromancer ghast
pire lieutenants was able to named Turrekh. In the hundred years since
take the avatar’s skull as he fled, which is now rumored the Liche War, he has coaxed several magical powers
to be a relic of great unholy power. out of this item, including the ability to travel through
The retreating army returned to Inuitea and smoth- shadows and temporarily render any kind of undead
ered the last remaining resistance. The lieutenants incorporeal. He believes he is on the brink of being
declared themselves the new masters of the island, able to get the avatar’s bone to fire blasts of negative
renamed their home Xaphan in honor of their fallen energy, and once he does so, he plans to lead a
leader, and began fighting each other for total control squadron of empowered undead into Manifest to
of the place. This constant struggle exists to this day, wreak havoc.
keeping the forces of Xaphan from being a coherent Pretty Death: Reports are circulating in Manifest
threat. Occasionally groups sail or teleport to the city, about several pieces of magical jewelry developed in
but the likelihood of another mass invasion is small Xaphan that turn their wearers into undead. The items
while the councilors struggle for supremacy. are hard to identify because they do not radiate magic,
and so any piece of jewelry (and to an extent any jew-
Important Sites eler) is suspect. The jewelry enslaves victims after con-
Only one city in Xaphan remains, the rest having been verting them to undead creatures, rendering them
razed in the past hundred years and functioning more totally subservient to one of Xaphan’s generals.
like military camps.

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ost of the creatures the PCs can face in a Ghost-


walk campaign are identical with those found
in other types of D&D campaigns. However,
some monsters in this setting are different from the
versions found in the Monster Manual or are com-
pletely new.

ARTAAGLITH (DEMON)
Medium-Size Outsider (Chaotic, Evil)
Hit Dice: 5d8+10 (32 hp)
Initiative: +1 (Dex)
Speed: 30 ft.
Armor Class: 18 (+1 Dex, +7 natural)
Attacks: Battleaxe +8 melee
Damage: Battleaxe 1d8+3
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: Spell-like abilities, spells
Special Qualities: Damage reduction 10/+1, SR 11,
tanar’ri qualities, turn undead
Saves: Fort +6, Ref +5, Will +6
Abilities: Str 14, Dex 13, Con 15, Int 13, Wis 14, Cha 13
Skills: Concentration +10, Heal +7, Jump +8, Knowl-
edge (religion) +6, Listen +10, Spellcraft +6, Spot +10
Feats: Power Attack, Weapon Focus (battleaxe)
Climate/Terrain: Any land and underground
Organization: Solitary or company (1 artaaglith and
2–8 HD of skeletons and zombies) or cult (2–5
artaagliths and 5–20 HD of skeletons and zombies)
Challenge Rating: 6
Treasure: Standard
Alignment: Always chaotic evil
Advancement: As cleric

Artaagliths are ram-headed demonic servants of Orcus.


Their role is to create and control undead armies to be
used in the service of their evil master.
An artaaglith is built much like a satyr, with a hairy
goat body from the waist down and humanoid arms and
torso above the waist. Its head is the hairless head of a
ram, with glowing red eyes and dark red curving horns.
Its skin is as pale as death, its hair is coarse and black,
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and its hooves are a fiendish red. An artaaglith nor-


mally carries a battle axe inscribed with skulls and BONESINGER (TEMPLATE)
other symbols of death, and this battleaxe functions A bonesinger is a kind of skeletal undead formed from
as its holy symbol for the purpose of the creature an evil bard. It retains its power of song and gains
using its cleric magic. other strange abilities, including the
Artaagliths are commonly called goat power to enhance the spells of other
demons, although that is a misnomer, bonesingers.
since they are ram-headed rather than Bonesingers look like skeletons
goat-headed. An artaaglith can dressed in tattered bard’s clothing,
be summoned with summon which is often decorated with
CHAPTER 5:
MONSTERS

monster VI or called with lesser skulls and other images of death.


planar ally or similar spells. They are constantly surrounded
by a subtle swirling breeze that
COMBAT whistles across the grooves and
Artaagliths are adequate channels in their bones, creat-
combatants, but they ing a faint, haunting keening.
prefer to use their spell- These undead usually assist
like abilities and un- more powerful spellcasters or
dead servants to fight act as lieutenants or support
enemies, rather than members to undead battal-
doing so themselves. ions. They have a reputation
They use their magic for being seers and sometimes
to enhance their undead experience prophetic visions
and often channel nega- from Orcus.
tive energy to bolster
them as well. They are CREATING A BONESINGER
aware that they and undead “Bonesinger” is a template that can
are both immune to poison, be applied to any creature that
so they often choose to soften up a group of has at least one level as a bard
enemies with a stinking cloud spell before (referred to hereafter as the base
charging in to fight, ignoring the cloud’s ef- creature). The creature’s type
fects. Cruel and vindictive, they are fond of us- changes to undead. It uses all the
ing death knell on a fallen opponent, even while other base creature’s statistics and spe-
foes remain standing. cial abilities except as noted here.
Spell-Like Abilities: 1/day—animate dead, cause A cleric of 12th level or higher
fear, death knell, desecrate, stinking cloud. These abilities can create a bonesinger with the
are as the spells cast by a 5th-level cleric. create undead spell. The cleric or
Spells: Artaagliths cast spells as 5th-level clerics and another person assisting must have
have access to the Evil and Undeath domains. at least 5 ranks in Craft (sculpture)
Tanar’ri Qualities: Like all demons, artaagliths are and 5 ranks in Perform in order to prepare the body
immune to poison and electricity, have cold, fire, and before the spell.
acid resistance 20, and can communicate telepathically Hit Dice: Increase to d12.
with any creature within 100 feet that has a language AC: A bonesinger gains a +3 natural armor bonus. If
(except dretches). the base creature already has natural armor, use the
Turn Undead (Su): Artaagliths turn better value.
undead as 5th-level clerics. Special Attacks: A bonesinger retains all the spe-
cial attacks of the base creature and gains the follow-
ARTAAGLITH CHARACTERS ing special attack.
Artaagliths normally advance as cler- Wind of Death (Su): Once per day, a bone-
ics. Any cleric levels they gain stack singer can create a roiling area of
with their spellcasting ability, winds that smells of rotting
their effective caster level for corpses. The wind of death works
spell-like abilities, and their like a gust of wind, plus any crea-
ability to turn undead. ture caught in it must succeed
on a Fortitude save (DC 10 + 1/2

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bonesinger’s HD + bonesinger’s Cha modifier) or be Bonesinger


nauseated for 1d4+1 rounds. Medium-Size Undead
Special Qualities: A bonesinger retains all the spe- Hit Dice: 3d12+3 (22 hp)
cial qualities of the base creature and gains the follow- Initiative: +5 (+1 Dex, +4 Improved Initiative)
ing abilities. Speed: 30 ft.
Cooperative Magic (Sp): A bonesinger can use a stan- AC: 17 (+3 natural, +3 masterwork studded leather,
dard action to increase by 2 the save DC of a spell cast +1 Dex)
by an adjacent bonesinger or a wind of death attack Attacks: Masterwork short sword +3 melee
made by an adjacent bonesinger. The bonesinger must Damage: Masterwork short sword 1d6
ready an action to help in this manner; the trigger is Face/Reach: 5 ft. by 5 ft./5 ft.

CHAPTER 5:
MONSTERS
the other bonesinger beginning to cast a spell or use its Special Attacks: Spells, wind of death
wind of death attack. Special Qualities: Bardic knowledge, bardic music,
Corrupt Healing: A bonesinger pro- cooperative magic, corrupt healing, singing bones,
duces inflict effects with its spells undead traits
instead of cure effects. Saves: Fort +1, Ref +5, Will +5
Singing Bones (Sp): Before Abilities: Str 10, Dex 13, Con 8, Int 14,
it is animated as an undead, Wis 12, Cha 15
the bones of a bonesinger Skills: Balance +3, Concentration +5,
are carved with grooves and Jump +2, Knowledge (arcana) +5,
tiny holes by a master musi- Listen +7, Perform +10, Scry +8,
cian. The unnatural breeze Spellcraft +5, Tumble +7, Use Magic
that surrounds a bonesinger Device +8
augments its musical per- Feats: Combat Casting, Improved
formance, giving it a +2 Initiative, Toughness
bonus on all Perform checks Climate/Terrain: Any land and
as if it had the Skill Focus underground
(Perform) feat. It loses this Organization: Solitary or band (2–5)
bonus when it is within an area Challenge Rating: 3
of silence or in any place with Alignment: Neutral evil
no air (underwater, in a Advancement: By character class (bard)
vacuum, and so on). Because
of the constant noise about it, Combat
a bonesinger takes a –10 The Fortitude save DC for this bone-
penalty on Move Silently singer’s wind of death attack is 13.
checks. Bardic Music: 3/day in any com-
Abilities: As an undead bination: countersong, fascinate, in-
creature, a bonesinger has no spire competence, inspire courage.
Constitution score. Magic Items Carried: cloak of
Skills: Same as the base resistance +1, potion of invisibility,
creature. scrolls of cause fear, grease, hold person,
Climate-Terrain: Same as the and shout.
base creature and underground. Bard Spells Known (3/2; base
Organization: Solitary or DC 12 + spell level; 15% chance of
band (2–5). spell failure): 0—detect magic, ghost
Challenge Rating: Same sound, mage hand, open/close, prestidig-
as the base creature. itation, read magic; 1st—charm person,
Treasure: Same as the base inflict light wounds, sleep.
creature. Undead Traits: Immune to mind-
Alignment: Usually neutral evil affecting effects, poison, sleep, paraly-
or chaotic evil. sis, stunning, disease, death effects,
Advancement: Same as the base creature; necromantic effects, and any effect that re-
most bonesingers continue to advance as bards. quires a Fortitude save unless it also works on objects.
Not subject to critical hits, subdual damage, ability
SAMPLE BONESINGER damage, ability drain, energy drain, or death from mas-
This example uses a 3rd-level human bard as the base sive damage. A bonesinger cannot be raised, and res-
creature. urrection works only if it is willing. The creature has
darkvision (60-foot range).

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DREAD RAM
Large Undead
Hit Dice: 6d12+3 (42 hp)
Initiative: +0
Speed: 40 ft.
Armor Class: 13 (–1 size, +4 natural)
Attacks: Butt +6 melee
Damage: Butt 1d8+6
Face/Reach: 5 ft. by 10 ft./5 ft.
CHAPTER 5:
MONSTERS

Special Attacks: Breath weapon,


frightful presence, trample 1d8+6
Special Qualities: Turn resist-
ance +2, undead bulk, undead
traits
Saves: Fort +2, Ref +2, Will +5
Abilities: Str 18, Dex 10, Con
—, Int 3, Wis 11, Cha 10
Skills: Hide –4, Jump +11, When used as a mount,
Listen +4, Spot +4 the dread ram is often
Feats: Improved Bull Rush, directed to bull rush a
Toughness character through the
Climate/Terrain: Any land and underground square of another character, in effect
Organization: Solitary or flock (2–5) trampling the second character. The rider usually
Challenge Rating: 3 attacks one of the targeted characters.
Treasure: None Breath Weapon (Su): The green flames in its
Alignment: Always neutral evil mouth give the dread ram a cold breath weapon,
Advancement Range: 7–12 HD (Large); 13–21 HD which it can use once per day to create a 10-foot cone
(Huge) that deals 5d6 cold damage (Reflex DC 16 half ).
Frightful Presence (Su): This ability takes effect
Dread rams are horrible undead war steeds made to automatically when the dread ram charges. It affects
ferry slower undead into battle and strike terror into only opponents within 30 feet with fewer than 6 Hit
living opponents. Dice or levels. The affected creatures must make a suc-
A dread ram looks like a large, undead ram with cessful Will save (DC 12) or become shaken for 5d6
rotting flesh. Its head is completely skeletal, and rounds. Success indicates the target is immune to that
green flames lick in its eye sockets and mouth. A dread ram’s frightful presence for one day.
dread ram stands about 6 feet tall at the shoulder and Trample (Ex): As a standard action during its
is about 10 feet long. It weighs about 2,000 pounds. A turn each round, a dread ram can run over an oppo-
dread ram is intelligent enough to understand a nent at least one size category smaller than itself. The
single language (usually the Trade Tongue) but can- trample deals 1d8+6 points of bludgeoning damage. A
not speak. trampled opponent can either attempt an attack of
A dread ram can be created by a cleric of 14th level opportunity at a –4 penalty or a Reflex save (DC 16) for
or higher with the create undead spell. half damage.
Undead Bulk: Saving throw DCs for a dread ram’s spe-
COMBAT cial attacks are based on a Constitution score of 16 (the
Dread rams rarely act independently and usually are ability score it would have if it were a living creature).
seen among other undead creatures, being used as Undead Traits: Immune to mind-affecting effects,
steeds, pack animals, or shock troops. When acting on poison, sleep, paralysis, stunning, disease, death effects,
their own, they charge opponents (using bull rush if necromantic effects, and any effect that requires a For-
foes can be pushed off cliffs or into dangerous areas) titude save unless it also works on objects. Not subject
and trample, use their breath weapon to destroy to critical hits, subdual damage, ability damage, ability
annoying creatures, and expect their frightful pres- drain, energy drain, or death from massive damage. A
ence to scare off most foes. A charging dread ram has a dread ram cannot be raised, and resurrection works
total modifier of +10 on its Strength check to initiate a only if it is willing. The creature has darkvision (60-
bull rush (+2 charge, +4 size, +4 Strength). foot range).

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Tiny Small Medium-Size


Tiny Vermin Small Vermin Medium-Size Vermin
Hit Dice: 1/2 d8 (2 hp) 1d8 (4 hp) 2d8+2 (11 hp)
Initiative: +2 (Dex) +2 (Dex) +2 (Dex)
Speed: 20 ft., climb 10 ft. 40 ft., climb 20 ft. 40 ft., climb 20 ft.
AC: 14 (+2 size, +2 Dex) 13 (+1 size, +2 Dex) 13 (+2 Dex, +1 natural)
Attacks: Bite +4 melee Bite +3 melee Bite +3 melee
Damage: Bite 1d3–4 plus poison Bite 1d4–2 plus poison Bite 1d6 plus poison
Face/Reach: 2 1/2 ft. by 2 1/2 ft./0 ft. 5 ft. by 5 ft./5 ft. 5 ft. by 5 ft./5 ft.
Special Attacks: Poison Poison Poison

CHAPTER 5:
MONSTERS
Special Qualities: Evasion, fast healing 1, Evasion, fast healing 1, Evasion, fast healing 1,
light sensitivity, vermin traits light sensitivity, vermin traits light sensitivity, vermin
traits
Saves: Fort +2, Ref +2, Will +0 Fort +2, Ref +2, Will +0 Fort +4, Ref +2, Will +0
Abilities: Str 3, Dex 15, Con 10, Str 7, Dex 15, Con 10, Str 11, Dex 15, Con 12
Int —, Wis 10, Cha 2 Int —, Wis 10, Cha 2 Int —, Wis 10, Cha 2
Skills: Climb +4, Hide +10, Climb +6, Hide +6, Climb +8, Move Silently +6,
Move Silently +6, Move Silently +6, Spot +8, Tumble +6
Spot +8, Tumble +6 Spot +8, Tumble +6
Feats: Weapon Finesse (bite) Weapon Finesse (bite) Weapon Finesse (bite)
Climate/Terrain: Any land and underground Any land and underground Any land and underground
Organization: Colony (9–16) Colony (9–16) Colony (9–16)
Challenge Rating: 1/3 1/2 1
Treasure: None None None

ECTOPLASMIC VERMIN
Ectoplasmic vermin are multilegged, bizarre, insect-
like creatures that attack in groups and are capable of
harming living creatures and ghosts equally well.
Whether they are a natural side effect of the Manifest
Ward, a strange mutated form of insect, or a magical
crossbreed by a demented ectomancer, ectoplasmic
vermin—often called ghost bugs—plague the buried
cities on the way to the Veil of Souls. They resemble
many-legged insects made of semitransparent hard-
ened ectoplasm, although the shape of their bodies
varies from individual to individual, as do their number
of eyes and legs. Visible within their carapaces are tiny
translucent organs. They skitter about on walls and
floors, attacking any creatures they see. They breed
quickly, so the seasonal purges sponsored by various
churches cull their numbers only for a short while.
When their numbers swell, they have been known to
attack surface creatures at night, but they usually con-
fine themselves to the dark places underground.
Ectoplasmic vermin are made of living ectoplasm
and are affected by attacks that affect ectoplasm, such
as disrupt ectoplasm. Unlike ghosts, they have dis-
cernible anatomies and are therefore subject to critical
hits and sneak attacks.

COMBAT
Ghost bugs search for prey in packs in a manner simi-
lar to that of hunting spiders. When slain, they dis-
solve into puddles of ectoplasm, which evaporate in
the normal fashion.
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Poison (Ex): Ghost bugs have a poison bite, with a Feats: Combat Reflexes, Improved Initiative,
DC and effects as indicated on the following table. Lightning Reflexes, Touch Attack Specialization
Ectoplasmic vermin poison affects living creatures and Climate/Terrain: Any land and underground
ghosts. Organization: Solitary or gang (2–5)
Challenge Rating: 6
Fortitude Initial and Treasure: None
Size Save DC Secondary Damage Alignment: Always chaotic evil
Tiny 11 1d2 Dex
Small 11 1d3 Dex
Advancement Range: 6–15 HD (Medium-size)
Medium-size 14 1d4 Dex
Fire spectres are undead creatures whose only purpose
CHAPTER 5:
MONSTERS

is to burn living flesh. They are dangerous incorporeal


Fast Healing (Ex): Ectoplasmic vermin have fast beings made of dark flames and smoke.
healing 1, but this ability does not work in bright sun- Most fire spectres are the restless undead forms of
light or within the radius of a daylight spell. It evil people who died in burning buildings, but
is thought that the light causes the vermin sometimes one arises from the body of
some discomfort or damages their someone tortured to death with fire. In
internal organs. either case, the creature wanders aim-
Light Sensitivity (Ex): Ecto- lessly, ignoring normal combustible
plasmic vermin are sensitive to materials in search of living crea-
light and take a –1 penalty on tures to burn and destroy.
attack rolls in bright sunlight A fire spectre normally looks
or within the radius of a day- like a humanoid creature made
light spell. Ghost bugs usu- of smoke, with small dark
ally flee from such areas. flames licking across the sur-
Vermin Traits: Ectoplas- face of its body. In the pres-
mic vermin are immune to ence of strong light, the
all mind-affecting effects creature’s blackened skele-
(charms, compulsions, ton is visible through the
phantasms, patterns, and smoke. At all times, its eyes
morale effects). They are like two white-hot
also have darkvision (60- burning coals. It is an
foot range). incorporeal creature that
sometimes wanders
through walls in a daze,
FIRE leaving behind humanoid-
SPECTRE shaped scorch marks.
Medium-Size Undead Fire spectres speak any
(Incorporeal) languages they knew in
Hit Dice: 5d12 (32 hp) life, but they normally ig-
Initiative: +6 (+2 Dex, +4 nore all attempts to commu-
Improved Initiative) nicate by any creatures other
Speed: 40 ft., fly 40 ft. than their own kind.
(good)
Armor Class: 14 (+2 Dex, COMBAT
+2 deflection) Fire spectres are fearless and
Attacks: Incorporeal touch +4 prefer to attack opponents
melee whom they see using fire or fire
Damage: Incorporeal touch magic. They use few tactics,
1d6+2 plus 1d6 fire although if given the chance, they
Face/Reach: 5 ft. by 5 ft./5 ft. use their breath weapon to affect mul-
Special Attacks: Breath weapon, burn tiple opponents. Since they are
Special Qualities: Illumination, fire immu- unharmed by fire, they are not adverse to
nity, incorporeal, turn resistance +2, undead breathing flame into an area where an ally stands.
traits Although they are incorporeal, they prefer to remain
Saves: Fort +1, Ref +5, Will +4 on the ground and fly only to escape danger or cross
Abilities: Str —, Dex 15, Con —, Int 14, Wis 11, Cha 14 an obstacle, such as a pit.
Skills: Hide +8, Intimidate +10, Intuit Direction +6, Breath Weapon (Su): 10-ft. cone of fire, once every
Listen +8, Search +10, Sense Motive +6, Spot +8 1d4 rounds, damage 3d6 fire, Reflex DC 12 half.
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Burn (Ex): Those hit by a fire spectre’s incorporeal punishment. They otherwise have the same memories
touch attack must succeed on a Reflex save (DC 12) or and personality they did when they were alive.
catch fire. The flame burns for 1d4 rounds (see Catch-
ing on Fire in Chapter 3 of the DUNGEON MASTER’s CREATING A GHOST
Guide). A burning creature can take a move-equivalent “Ghost” is a template that can be applied to any living
action to put out the flame. Creatures hitting the fire humanoid creature (referred to hereafter as the char-
spectre with natural weapons or unarmed attacks take acter). The creature’s type changes to outsider (incor-
fire damage as though hit by the spectre and also catch poreal). It uses all the character’s statistics and special
fire unless they succeed on a Reflex save. abilities except as noted here.
Illumination (Ex): A fire spectre’s presence auto- Speed: When incorporeal, a ghost can fly at a speed

CHAPTER 5:
MONSTERS
matically suspends nearby magical darkness or deeper of 30 ft. (good).
darkness as if a daylight spell had been cast, although the AC: When incorporeal, a ghost gains a deflection
creature does not shed a significant amount of light. bonus to AC equal to its Charisma modifier (always at
Incorporeal: A fire spectre can be harmed only by least +1, even if the creature’s Charisma score does not
other incorporeal creatures, +1 or better magic normally provide a bonus).
weapons, spells, spell-like abilities, and supernatural Attacks: An incorporeal ghost has no natural ability
abilities. The creature has a 50% chance to ignore any to affect material creatures. Certain feats can allow a
damage from a corporeal source, except for force ghost to manifest fully (and therefore use material
effects or attacks made with ghost touch weapons. A weapons at the attack bonus it had as a character) or
fire spectre can pass through solid objects, but not harm a material creature in various ways.
force effects, at will. Its attacks ignore natural armor, Special Qualities: A ghost retains all the special
armor, and shields, but deflection bonuses and force qualities of the character and gains those described
effects work normally against them. A fire spectre below.
always moves silently and cannot be heard with Listen Low-Light Vision (Ex): A ghost can see twice as far as
checks if it doesn’t wish to be. a human in starlight, moonlight, torchlight, and simi-
Undead Traits: Immune to mind-affecting effects, lar conditions of poor illumination. It retains the abil-
poison, sleep, paralysis, stunning, disease, death effects, ity to distinguish color (in a
necromantic effects, and any effect that requires a For- limited fashion; see
titude save unless it also works on objects. Not subject Ectoplasmic Body,
to critical hits, subdual damage, ability damage, ability below) and detail
drain, energy drain, or death from massive damage. A under these cir-
fire spectre cannot be raised, and resurrection works cumstances.
only if it is willing. The creature has darkvision (60-
foot range).

GHOST (TEMPLATE)
A ghost is the semitangible soul of a creature that has
died. Instead of a physical body made of muscle, bone,
and blood, it has a ghost body made of transparent
ectoplasm. Ghosts are not undead, although they are
often mistaken for undead by the truly ignorant. They
do not need to eat (although they can if they want to)
or sleep as they did when alive. When a ghost is
wounded, it leaks ectoplasm like a living creature
leaks blood.
In general, a ghost appears as it did at the
moment its physical body died, although some
ghosts learn how to reshape their ectoplasm and
alter their appearance. A ghost body is made of
transparent ectoplasm, and an alert observer
can easily recognize the identity of the ghost
and that the ghost is not a physical person.
Most ghosts try to get their bodies raised from
the dead (which causes the ghost to merge with
the physical body) or search for whoever was respon-
sible for their death, while others become ghosts
willingly to pursue some goal or escape some terrible
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Disembodied Soul (Ex): As a disembodied soul of a Abilities: A ghost retains all of its original ability
living creature, a ghost can be raised or resurrected if scores. When the ghost is incorporeal, it has no
its physical body is present (this causes the ghost to Strength score.
merge with its physical body). A true resurrection, mira- Skills: A ghost receives a +4 racial bonus on Hide
cle, or wish spell can restore a ghost to life, even if its checks. Otherwise same as the character.
body is missing. A ghost counts as a living creature for Climate/Terrain: Same as the character.
the purpose of effects that affect living creatures. As an Organization: Same as the character.
outsider, a ghost is subject to spells that affect out- Challenge Rating: Same as the character +1.
siders and extraplanar creatures, such as banishment. A Treasure: Same as the character.
ghost’s native plane is beyond the Veil of Souls, and a Alignment: Same as the character.
CHAPTER 5:
MONSTERS

ghost banished from the Material Plane is sent to the Advancement: By character class.
True Afterlife.
No Discernible Anatomy (Ex): A ghost has no dis- SAMPLE GHOST
cernible anatomy and is therefore immune to criti- This example uses a 1st-level dwarf warrior from the
cal hits, sneak attacks, or bonuses such as a ranger’s city of Manifest as the character.
favored enemy bonus that do not work on creatures
without a discernible anatomy. It can be polymor- Ghost
phed, but a polymorphed ghost is still an ectoplas- Medium-Size Outsider (Incorporeal)
mic creature with no discernible anatomy. A ghost Hit Dice: 1d8+1 (5 hp)
is unharmed by diseases or poison that would affect Initiative: +0
a physical body. Other diseases and poisons that Speed: 20 ft., fly 30 ft. (good)
affect only ghosts do exist. Ghosts do not need to AC: 11 (+1 deflection)
eat, breathe, or sleep (although spellcaster ghosts Attacks: —
still need to rest in order to prepare spells). Ghosts Damage: —
are subject to stunning effects that would affect Face/Reach: 5 ft. by 5 ft./5 ft.
living creatures. Special Attacks: Dwarf traits
Ectoplasmic Body (Ex): Because an ectoplasmic body is Special Qualities: Dwarf traits, low-light vision,
a poor imitation of a true living body, physical sensa- disembodied soul, ectoplasmic body, no discernible
tions for a ghost are somewhat muted. Ghosts cannot anatomy, incorporeal, ghost weakness, sense physi-
become fatigued or exhausted. Certain sensations, cal body
such as the taste of food or the feel of another person’s Saves: Fort +7, Ref +4, Will +4
skin, cannot be detected by ghosts except in the most Abilities: Str 11 (—), Dex 10, Con 13, Int 10, Wis 13,
limited way, which drives many to find other ways to Cha 8
experience and remember the sensations of life. When Skills: Appraise +2, Craft (metalworking) +2, Hide
killed, a ghost’s body reverts to raw ectoplasm, decay- +4, Listen +2, Spot +2
ing into nothingness after 10 minutes. A gentle repose Feats: Exotic Weapon Proficiency (dwarven waraxe)
spell preserves a ghost’s body as if it were a normal Climate/Terrain: City of Manifest and underground
corpse. A ghost’s body is the same temperature as its Organization: Solitary
environment, unlike a physical body. Challenge Rating: 1
Incorporeal: A ghost has all the benefits and draw- Treasure: As character
backs of incorporeality as described in the DUNGEON Alignment: Lawful good
MASTER’s Guide. Some ghosts learn feats that allow Advancement: By character class
them to manifest fully and interact with the material
world in a normal manner. Dwarf Traits: +1 bonus on attack rolls against orcs
Sense Physical Body (Su): A ghost can attempt an Intuit and goblinoids; +2 bonus on Will saves against spells
Direction check (DC 15) once per round to determine and spell-like abilities, +2 bonus on Fortitude saves
the general direction of its physical body. If a ghost against all poisons; +4 dodge bonus against giants; +2
doesn’t have the Intuit Direction skill, it can attempt a racial bonus on Appraise checks and Craft or Profes-
Wisdom check (DC 15) for the same purpose. sion checks related to stone or metal (already figured
Ghost Weakness (Ex): If a ghost is hit by a sneak attack into the statistics above). Darkvision with a range of 60
or a critical hit from a silver weapon, it must make a feet. A dwarf also has stonecunning (+2 racial bonus on
Fortitude save (DC 15) or be stunned for 1 round. checks to notice unusual stonework; can make a check
Other than this possible stunning effect, a critical hit for unusual stonework as though actively searching
or sneak attack does not deal any more damage than a when within 10 feet and can use the Search skill to find
normal hit from that weapon. stonework traps as a rogue can; intuit depth).

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COMBAT
GHOSTEATER Ghosteaters attack only when ghosts are present.
Medium-Size Aberration (Incorporeal) Groups of delvers with no ghosts present have seen
Hit Dice: 5d8 (22 hp) ghosteaters wander by, passively observing nearby
Initiative: +2 (Dex) creatures and then ducking through a nearby wall or
Speed: 30 ft., fly 40 ft. (good) floor. Parties with ghosts, however, are always attacked
Armor Class: 14 (+2 Dex, +2 deflection) or 14 (+2 unless the ghosteater believes itself to be outmatched.
Dex, +2 natural) A ghosteater attacks by extending a thin tentacle
Attacks: 2 incorporeal touches +5 melee touch or 2 from two of its fleshy sacks and touching its chosen
touches +3 melee, bite +3 melee food—a ghost. When it is incorporeal, these attacks

CHAPTER 5:
MONSTERS
Damage: Incorporeal touch 1d4 Wisdom, touch 1d4 are incorporeal touch attacks. When it is forced to
Wisdom, bite 2d4 manifest fully, they are touch attacks. When attacked
Face/Reach: 5 ft. by 5 ft./5 ft. by material creatures, it backs up these tentacle
Special Attacks: Cannibalize spells, consume ghost, touches with bite attacks.
Wisdom damage Cannibalize Spells (Ex): If a ghosteater consumes
Special Qualities: Incorporeal, ethereal jaunt a ghost who has the ability to cast spells, the ghosteater
Saves: Fort +3, Ref +3, Will +8 can cast spells as if it were that ghost, using the ghost’s
Abilities: Str —, Dex 14, Con 10, Int 17, Wis 15, prepared spells or unused spell slots. As long as the
Cha 15 consumed ghost has the material
Skills: Concentration +8, Hide +6, Knowledge component or focus for a spell,
(arcana) +7, Knowledge (ghost lore) +7, Listen +10, the ghosteater can cast
Move Silently +8, Search +5, Spot +12 it. Material compo-
Feats: Alertness, Great Fortitude, Incorporeal Form, nents are consumed
Iron Will normally. The ghost-
Climate/Terrain: Any land and underground eater cannot
Organization: Solitary or cluster (2–5)
Challenge Rating: 3
Treasure: Half standard
Alignment: Usually neutral
Advancement: 6–10 HD (Medium-size);
11–15 HD (Large)

Ghosteaters are strange, predatory creatures


that feed on ectoplasmic beings. Their attacks
allow them to defend themselves against
material beings, which they usually ignore.
A ghosteater looks like a bizarre cousin of
the phantom fungus, with a central oblong
body bearing a toothy mouth, two or
more fleshy nodules on its back, and
four stumpy legs, all made out of blue
or gray ectoplasm. Ghosteaters are nat-
urally incorporeal, although they
have adapted to life in a manifested
fully state, such as within the Mani-
fest Ward.
Ghosteaters are intelligent and
seem to have the ability to communicate
with others of their kind, although
they do not speak any known lan-
guages or reciprocate attempts to
communicate. They seem to be
content to be high-end preda-
tors of very specialized prey.

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cast spells with an XP cost in this manner. The ghost- bestial and are merely powerful hunters with new dan-
eater can cast the ghost’s spells, even if the ghost is gerous abilities augmenting their normal ones.
dead, up to the point that its victim’s body is digested A monstrous vampire appears much as it did in life,
(which takes 1d4 days). A dead body regains no spell although like normal vampires, its features are often
slots and cannot prepare additional spells. hardened and feral; creatures that already have such an
Consume Ghost (Ex): If a ghosteater reduces a appearance sometimes acquire red glowing eyes,
ghost’s Wisdom to 0 or touches a helpless ghost with longer teeth, and larger claws. Monstrous vampires
one of its touch attacks, it automatically absorbs the often suffer a chromatic change after their transfor-
target’s ghost body into one of its fleshy sacs if the mation, becoming darker or lighter in color. Thus, a
target is its own size or smaller. The ghost is treated as monstrous vampire displacer beast might become
CHAPTER 5:
MONSTERS

if the ghosteater had the swallow whole ability. A con- midnight black with red eyes, or instead become a
sumed ghost takes 1d4 points of Wisdom damage and very pale white color. A monstrous vampire yuan-ti
1d4 hit points of damage every round. In the unusual abomination might have dark gray and black scales,
event that a swallowed ghost becomes no longer or pale yellow and white, like an albino. Like
helpless while it is consumed, it can attempt to cut normal vampires, monstrous vampires cast
itself free with natural slashing weapons or a no shadows and throw no reflections in
light slashing weapon by dealing 15 points of mirrors.
damage to the fleshy sac (AC 15). Once the Monstrous vampires usually do not have
ghost exits, the fleshy sac cannot hold coffins, but they are tied to the site
another ghost until it heals, which takes 1d4 of their burial just as any normal
days. Each fleshy sac can hold one Medium- vampire. They bond to a particu-
size, two Small, four Tiny, or eight Dimin- lar large stone at the site of their
utive ghosts. burial (called the tombstone, but
Wisdom Damage (Su): The touch of a usually without any carving or
ghosteater’s tentacle deals 1d4 points of markings), and it is to this stone
temporary Wisdom damage. A creature that a monstrous vampire must
reduced to 0 Wisdom falls into a deep sleep return if reduced to 0 hit points
filled with nightmares and is completely help- or lower. A monstrous vampire
less. If the creature is a ghost, it succumbs to the can cross running water on a
ghosteater’s consume ghost ability. ship or if it is resting in a con-
Incorporeal: A tainer bearing its tombstone.
ghosteater can
be harmed CREATING A
only by other MONSTROUS VAMPIRE
incorporeal “Monstrous vampire” is a tem-
creatures, +1 plate that can be applied to any
or better magic aberration, animal, beast, drag-
weapons, spells, spell-like MD on, fey, giant, humanoid, magical
abilities, and supernatural abilities. The creature beast, monstrous humanoid, or vermin (referred to
has a 50% chance to ignore any damage from a corporeal hereafter as the base creature). The creature’s type
source, except for force effects or attacks made with changes to undead. It uses all the base creature’s statis-
ghost touch weapons. A ghosteater can pass through tics and special abilities, except as noted in the vampire
solid objects, but not force effects, at will. Its attacks template in the Monster Manual and as noted below.
ignore natural armor, armor, and shields, but deflection
bonuses and force effects work normally against them. Sample Monstrous Vampire
A ghosteater always moves silently and cannot be heard Here is an example of a monstrous vampire using
with Listen checks if it doesn’t wish to be. a human-armed yuan-ti abomination as the base
Ethereal Jaunt (Su): A ghosteater can become ethe- creature.
real three times per day as if under the effect of an ethe-
real jaunt spell. Monstrous Vampire Yuan-Ti Abomination
Large Undead
Hit Dice: 9d12 (58 hp)
MONSTROUS VAMPIRE Initiative: +7 (+3 Dex, +4 Improved Initiative)
(TEMPLATE) Speed: 30 ft., climb 20 ft., swim 20 ft.
A monstrous vampire is a creature similar to a normal AC: 30 (–1 size, +3 Dex, +1 bracers of armor, +1 deflec-
vampire, but it can create vampire spawn out of crea- tion, +16 natural)
tures that are not humanoids. Some are intelligent and Attacks: Masterwork falchion +16/+11 melee or bite
act similarly to normal vampires, while others are +15 melee or slam +15 melee; or masterwork
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mighty composite longbow (+2 Str bonus) with


masterwork arrows +11/+6 ranged MUMIA (TEMPLATE)
Damage: Masterwork falchion 2d4+10, bite 2d6+7 A mumia is a kind of undead created when a living or
plus poison, slam 1d8+7; or masterwork mighty recently dead creature is subjected to a profane ritual
composite longbow (+2 Str bonus) 1d8+2 in which its organs are removed and preserved, the
Face/Reach: 5 ft. by 5 ft./10 ft. flesh is slathered in unholy ointment, and the blood is
Special Attacks: Blood drain, children of the night, replaced with strange ichor. Often, the corpse is
create spawn, domination, energy drain, poison, wrapped in treated cloth or strips of leather. This
psionics, constrict 1d6+6 process makes the creature undead and gives it several
Special Qualities: Alternate form, fast healing 5, magical abilities. This process is normally used to

CHAPTER 5:
MONSTERS
cold and electricity resistance 20, damage reduction revive or extend the life of a creature that cannot exist
15/+1, gaseous form, spider climb, SR 16, turn as a ghost and is particularly common among the
resistance +4, undead traits, vampire weaknesses yuan-ti. A mumia is a different sort of creature from
Saves: Fort +3, Ref +11, Will +11 the mummy presented in the Monster Manual.
Abilities: Str 25, Dex 17, Con —, Int 20, Wis 20, A mumia resembles its previous self, but it is more
Cha 20 desiccated and is sometimes wrapped in cloth or
Skills: Bluff +13, Concentration +15, Craft (any two) leather as described above. An aura of strange chemi-
or Knowledge (any two) +10, Hide +19*, Listen +24, cals pervades the air near it, and some that wish to pass
Move Silently +11, Search +13, Sense Motive +13, among the living undetected wear scented oils to
Spot +24 mask this distinct smell.
Feats: Alertness, Blind-Fight, Combat Reflexes,
Dodge, Expertise, Improved Initiative, Lightning CREATING A MUMIA
Reflexes “Mumia” is a template that can be applied to any living
Climate/Terrain: Warm forest and underground creature (referred to hereafter as the base creature).
Organization: Solitary, pair, gang (2–4), troupe (2–13 The creature’s type changes to undead. It uses all the
purebloods, 2–5 halfbloods, and 2–4 abominations), base creature’s statistics and special abilities except as
or tribe (20–160 purebloods, 10–80 halfbloods, and noted here.
10–40 abominations) Hit Dice: Increase to d12. Hit dice from class levels
Challenge Rating: 9 are unaffected.
Alignment: Always chaotic evil AC: A mumia gains a +3 natural armor bonus. If the
Advancement: By character class base creature already has natural armor, use the better
value.
Combat Special Attacks: A mumia retains the special
The Will save for this monstrous vampire’s charm abil- attacks of the base creature and gains the following
ity and the Fortitude save to regain levels lost to its special attack.
energy drain have a DC of 19. Withering Touch (Su): A creature hit by one of a
Psionics (Sp): All yuan-ti can produce the following mumia’s natural attacks must attempt a Fortitude save
effects at will: alternate form, aversion, chameleon power, (DC 10 + 1/2 mumia’s HD + 1/2 mumia’s Cha modi-
detect poison, produce acid. fier) or lose 2 points of Constitution as the attacker
Skills: *Yuan-ti using chameleon power receive a +8 absorbs moisture and energy from its target. This
circumstance bonus on Hide checks. effect is in addition to any other effects of the crea-
Constrict (Ex): An abomination deals 1d6+6 points ture’s natural attack.
of damage with a successful grapple check (using its Special Qualities: A mumia retains all the special
bite attack bonus) against a Large or smaller creature. qualities of the base creature and gains the following
Poison (Ex): Injury, Fortitude DC 17, initial and sec- special qualities.
ondary damage 1d6 temporary Constitution. Fast Healing (Ex): A mumia heals 2 points of damage
Undead Traits: Immune to mind-affecting effects, each round so long as it has at least 1 hit point. If
poison, sleep, paralysis, stunning, disease, death effects, reduced to 0 hit points, it is destroyed.
necromantic effects, and any effect that requires a For- Turn Resistance (Ex): A mumia has turn resistance +2.
titude save unless it also works on objects. Not subject Abilities: As an undead creature, a mumia has no
to critical hits, subdual damage, ability damage, ability Constitution score.
drain, energy drain, or death from massive damage. A Skills: Same as the base creature.
monstrous vampire cannot be raised, and resurrection Climate/Terrain: Same as the base creature and
works only if it is willing. The creature has darkvision underground.
(60-foot range). Organization: Same as the base creature.
Magic Items Carried: bracers of armor +1, brooch of Challenge Rating: Same as the base creature +1.
shielding, ring of protection +1. Treasure: Same as the base creature.

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Alignment: Usually evil; few neutral or good base tude save unless it also works on objects. Not subject to
creatures are willing to submit to this ritual or become critical hits, subdual damage, ability damage, ability
an undead creature. drain, energy drain, or death from massive damage. A
Advancement: Same as the base creature. mumia cannot be raised, and resurrection works only if
it is willing. The creature has darkvision (60-foot range).
SAMPLE MUMIA Magic Items Carried: potion of haste, +1 cloak of
This example mumia uses a medusa as the base creature. resistance, +1 shortbow.

Medusa Mumia
Medium-Size Undead NECROPLASM
CHAPTER 5:
MONSTERS

Hit Dice: 6d12 (39 hp) Medium-Size Undead


Initiative: +2 (Dex) Hit Dice: 5d12+3 (35 hp)
Speed: 30 ft. Initiative: +1 (Dex)
AC: 30 (+2 Dex, +3 natural) Speed: 30 ft., climb 15 ft.
Attacks: +1 shortbow +9/+4 AC: 15 (+1 Dex, +4 natural)
ranged; or dagger +6/+1 melee, Attacks: 2 claws +3 melee
and snakes +3 melee Damage: Claw 1d6+1
Damage: +1 shortbow 1d6+1; or Face/Reach: 5 ft. by 5 ft./5 ft.
dagger 1d4, snakes 1d4 plus Special Attacks: Create
poison spawn, drain fluids, improved
Face/Reach: 5 ft. by 5 ft./ grab
5 ft. Special Qualities: Fast healing
Special Attacks: Petrifying 3, turn resistance +2, undead
gaze, poison, withering traits
touch Saves: Fort +1, Ref +2, Will +6
Special Qualities: Fast Abilities: Str 13, Dex 13, Con —,
healing 2, turn resist- Int 7, Wis 14, Cha 11
ance +2, undead traits Skills: Climb +9, Hide +8, Jump
Saves: Fort +4, Ref +8, Will +8, Move Silently +8, Spot +10
+7 Feats: Improved Disarm,
Abilities: Str 10, Dex 15, Toughness
Con —, Int 12, Wis 13, Climate/Terrain: Any land and
Cha 15 underground
Skills: Bluff +11, Organization: Solitary or gang
Disguise +11, Move (2–5)
Silently +9, Spot +10 Challenge Rating: 3
Feats: Point Blank Shot, Treasure: Standard
Precise Shot, Weapon Alignment: Always chaotic
Finesse (snakes) evil
Climate/Terrain: Any Advancement: 6–10 HD
land and underground (Medium-size); 11–15 HD
Organization: Solitary or (Large)
covey (2–4)
Challenge Rating: 8 Necroplasms are foul undead
Alignment: Usually lawful evil beings consisting of a few bones and an
Advancement: By character class envelope of ectoplasm. They suck fluids out of their
opponents and create others like themselves.
Combat Created by a necromancer with some skill at ecto-
This mumia prefers to strike at a distance with her mancy, a necroplasm looks like a skull and a pair of
bow, retreating in between strikes to let her fast heal- skeletal hands wrapped in a vaguely humanoid blob of
ing take care of any damage her foes deal. ectoplasm. Instead of a pair of legs, its “body” becomes
Petrifying Gaze (Su): Turn to stone permanently, a column of ectoplasm, upon which it slides around on
30 feet, Fortitude DC 15 negates. the ground or walls with surprising speed. A
Poison (Ex): Snakes, Fortitude save DC 14; initial necroplasm leaves a trail of ectoplasmic slime behind
damage 1d6 Strength, secondary damage 2d6 Strength. it, so any creature following it within 10 minutes of its
Undead Traits: Immune to mind-affecting effects, departure can usually track this trail.
poison, sleep, paralysis, stunning, disease, death effects, A cleric of at least 16th level can create a necroplasm
necromantic effects, and any effect that requires a Forti- with the create undead spell.
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COMBAT ability damage, ability drain, energy drain, or death


Necroplasms often attack in packs, but usually don’t from massive damage. A necroplasm cannot be raised,
share opponents unless they outnumber the opposi- and resurrection works only if it is willing. The crea-
tion. Each grabs onto its chosen opponent and doesn’t ture has darkvision (60-foot range).
let go until either it is destroyed or the enemy is dead.
Create Spawn (Su): A necroplasm that kills a living
creature uses its next turn to vomit forth ectoplasm SPECTRAL STEED
over the fallen opponent’s body. One minute later, the Large Undead (Incorporeal)
corpse rises as a new necroplasm. The original necro- Hit Dice: 4d12 (26 hp)
plasm has no control over this creature. This transfor- Initiative: +1 (Dex)

CHAPTER 5:
MONSTERS
mation process can be delayed by casting consecrate, Speed: 60 ft., fly 100 ft. (good)
gentle repose, or delay poison on the body (delaying the AC: 11 (–1 size, +1 Dex, +1 deflection) or 11 (–1 size,
process until the spell runs out), or negated entirely +1 Dex, +1 natural)
with heal, neutralize poison, or remove disease. Attacks: 2 incorporeal hoof touches +2 melee touch,
Drain Fluids (Ex): A necroplasm that successfully and incorporeal bite touch +0 melee touch; or 2
grapples an opponent automatically drains fluids from hooves +1 melee, bite –1 melee
its target, dealing 1d2 points of permanent Constitu- Damage: Incorporeal touch 1d4 cold, incorporeal
tion drain each round. If the target is a living creature, bite 1d6 cold plus energy drain, hoof 1d4 cold, bite
the necroplasm’s ectoplasm quickly turns a deep red 1d6 cold plus energy drain
(or to the color of the victim’s blood, if not red). Face/Reach: 5 ft. by 10 ft./5 ft.
Improved Grab (Ex): If a necroplasm hits a Special Attacks: Energy drain, soul charge
Medium-size or smaller creature with a claw attack, it Special Qualities: Incorporeal, scent, sunlight
deals normal damage and attempts to start a grapple as powerlessness, turn resistance +2, undead traits
a free action without provoking an attack of opportu- Saves: Fort +1, Ref +4, Will +6
nity. A necroplasm always uses its entire body on a suc- Abilities: Str —, Dex 13, Con —, Int 5, Wis 14,
cessful grapple (not just its limb). Each successful Cha 10
grapple check it makes (at the same attack bonus as its Skills: Hide +4, Listen +7, Spot +9
claw attack) during successive rounds automatically Feats: Lightning Reflexes
deals claw damage. Climate/Terrain: Any land and underground
Undead Traits: Immune to mind-affecting effects, Organization: Solitary or herd (2–12)
poison, sleep, paralysis, stunning, disease, death effects, Challenge Rating: 3
necromantic effects, and any effect that requires a For- Treasure: None
titude save unless it also works on objects. Not subject Alignment: Usually neutral evil
to critical hits, subdual damage, Advancement: 5–8 HD (Large)

Spectral steeds are incorporeal undead horses, often


ridden into battle by other incorporeal undead. Skit-
tish without riders, they are fierce combatants when
under the direction of a strong master.
Spectral steeds are thought to arise on the rare occa-
sions when an energy draining incorporeal
undead, such as a spectre, slays a horse or simi-
lar animal. They appear as intangible black,
gray, or white skeletal horses, sometimes with
skeletal wings. They live on remnants of ether,
ectoplasm, and darkness and usually flee mate-
rial creatures, but they can be tamed by incorpo-
real undead and used as battle chargers. Very fast
and, like all undead, completely tireless, they
have been used to ferry beings from Xaphan to
Manifest.
A cleric of at least 14th level can create a spec-
tral steed with the create undead spell.

COMBAT
Spectral steeds without riders
usually attack for 1 round, then
flee by using their soul charge on
JJ
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the way out of combat. Those with riders are usually against them. A spectral steed always moves silently
directed to attack the same opponent as the rider. and cannot be heard with Listen checks if it doesn’t
Energy Drain (Su): A spectral steed that hits a wish to be.
target with its bite bestows one negative level upon the Sunlight Powerlessness (Ex): Spectral steeds are
target. The Fortitude save to remove the negative level utterly powerless in natural sunlight (not merely a day-
has a DC of 12. light spell) and flee from it. A spectral steed caught in
Soul Charge (Su): Once per day, a spectral steed can sunlight cannot attack and can take only partial
make a charge attack at a single corporeal creature. The actions.
steed passes through the target’s square and the target Undead Traits: Immune to mind-affecting effects,
itself (provoking an attack of opportunity for doing so) poison, sleep, paralysis, stunning, disease, death effects,
CHAPTER 5:
MONSTERS

and bestows 1d4 negative levels upon the target, necromantic effects, and any effect that requires a For-
which must also make a Fortitude save (DC 12) or be titude save unless it also works on objects. Not subject
stunned for 1 round. The spectral steed can continue to critical hits, subdual damage, ability damage, ability
moving after using this attack, up to its normal speed. drain, energy drain, or death from massive damage. A
It cannot use this attack on incorporeal opponents or spectral steed cannot be raised, and resurrection works
those protected by force effects (such as mage armor). If only if it is willing. The creature has darkvision (60-
it has a rider, the rider also passes through the target, foot range).
and the target can use its attack of opportunity against
the steed or the rider.
Incorporeal: A spectral steed can be harmed only SPIRIT TREE
by other incorporeal creatures, +1 or better magic Huge Plant
weapons, spells, spell-like abilities, and supernatural Hit Dice: 7d8+35 (66 hp)
abilities. The creature has a 50% chance to ignore any Initiative: –1 (Dex)
damage from a corporeal source, except for force Speed: 10 ft.
effects or attacks made with ghost touch weapons. A AC: 20 (–2 size, –1 Dex, +13 natural)
spectral steed can pass through solid objects, but not Attacks: 2 slams +12 melee
force effects, Damage: Slam 2d6+13
at will. Its Face/Reach: 10 ft. by 10 ft./15 ft.
attacks ig- Special Attacks: Trample 2d12+4
nore natural Special Qualities: Blindsight 30 ft., fire vulnerabil-
armor, armor, ity, half damage from piercing, plant traits, plurality
and shields, but of minds, potion sap, spell-like abilities, tree leader,
deflection bo- wood speech
nuses and force Saves: Fort +10, Ref +1, Will +6
effects work Abilities: Str 28, Dex 8, Con 20, Int 15, Wis 15,
normally Cha 13
Skills: Concentration +10, Diplomacy +3, Hide –9*,
Intuit Direction +5, Knowledge (any one) +6,
Knowledge (ghost lore) +6, Knowledge (nature) +9,
Listen +11, Sense Motive +9, Spot +11, Wilderness
Lore +9
Feats: Alertness, Iron Will, Spell Penetration
Climate/Terrain: Temperate or warm forest
Organization: Solitary or grove (4–7) plus 1–3
Arboreal Guardians
Challenge Rating: 10
Treasure: Standard coins, goods, and items; double
potions
Alignment: Often chaotic good
Advancement: By character class

Spirit trees are the repositories of elf and half-elf


souls. They practice nature magic and preserve the
knowledge and history of the souls within them.
Superficially resembling treants, spirit trees may or
may not have portions of their bark that resemble
elven faces. Their speech is like rustling leaves and
creaking branches, and they can draw upon the mem-
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ories, personalities, and consciousness of any of the Spot or Listen checks to notice creatures within range
souls residing within them. Spirit trees originate from of its blindsight ability.
normal trees; some quirk of sprouting or development Plant Traits: A spirit tree is immune to poison, sleep,
causes a tree to attract elf souls, and after a few have paralysis, stunning, and polymorphing. It is not sub-
come to rest there, it develops a communal conscious- ject to critical hits or mind-affecting effects. The crea-
ness and the powers of an adult spirit tree. ture also has low-light vision.
Spirit trees have the best and worst qualities of elves: Plurality of Minds (Ex): A spirit tree advances by
their joy, their belief in personal freedom, their arro- character class but never takes an experience point
gance, and their xenophobia. It is thought that the first penalty for multiclassing. Spirit trees are not subject
few elf souls a tree acquires help to the special restriction of monks or paladins who

CHAPTER 5:
MONSTERS
shape its personality, and there- multiclass.
after, most of the souls it attracts Potion Sap (Su): A spirit tree has the abil-
are those of similar tempera- ity to create potions from the materials
ment. As such, most spirit within its own body. The tree can create a
trees are chaotic good (like potion of any spell or spell-like ability of
most elves), but trees of a up to 3rd level that it can use. Making
darker and more cruel a potion takes 8 hours. The tree
mindset also exist in takes 2 points of Constitu-
the Spirit Wood. tion damage per spell level
The trees develop of the potion created and
bonds with certain must consume rare herbs
living creatures, usu- and ingredients with a
ally elf or half-elf value equal to the cost
druids or rangers. to create the potion
These beings, called using the Brew
Arboreal Guardians, Potion feat. These
are the trees’ agents and potions are normally
their contact with the out- hidden under the tree
side world and living elven and given only to its
communities. The Arboreal Arboreal Guardians to use.
Guardians usually live near Spell-Like Abilities: 1/day—
their bonded tree, and the tree animal friendship, create water, cure
prefers to keep at least one of light wounds, cure moderate wounds,
its guardians within 300 feet of entangle, faerie fire, goodberry, light,
it at all times. A tree attracts move earth, speak with animals, speak
guardians of an alignment with plants, summon nature’s ally
similar to its own, and usu- IV. Caster level 7th; save
ally the soul of a slain DC 11 + spell level.
guardian merges with Tree Leader (Su):
its tree. A spirit tree can
cause up to three
COMBAT trees within 100 feet to
Spirit trees usually rely animate and follow it at
on their Arboreal Guardians to protect a speed of 10 feet. The ani-
them, and the spirit trees use their magic to heal mated trees are not intelligent
their allies or to summon help. When they are and do not gain any combat abili-
forced to, they pound opponents with huge tree ties. Animated trees lose their ability
limbs or trample. to move if the spirit tree that animated
Trample (Ex): A spirit tree can trample Medium- them is incapacitated or moves out of range. This abil-
size or smaller creatures for 2d12+4 points of damage. ity is normally used by a spirit tree to relocate other
Opponents who do not make attacks of opportunity trees from an area of danger or to repopulate a defor-
against the spirit tree can attempt a Reflex save ested area.
(DC 22) for half damage. Wood Speech (Su): A spirit tree can telepathically
Blindsight (Ex): A spirit tree has no visual organs, communicate with its Arboreal Guardians or any other
but they can sense all creatures within 30 feet by using spirit tree at a range of 1 mile.
sound, scent, and vibration. Invisibility and darkness Skills: Spirit trees receive skills as if they were fey.
are irrelevant, though the tree still can’t discern ethe- *They have a +16 racial bonus on Hide checks made in
real beings. The tree usually does not need to make forested areas.
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COMBAT
UNDEAD MARTYR An undead martyr attacks directly only if all its pos-
Small Undead sible undead allies are slain. It prefers to support a
Hit Dice: 4d12+3 (29 hp) more powerful creature, so it lets its ally attack its foes.
Initiative: +2 (+2 Dex) An undead martyr uses its touch attack when forced
Speed: 5 ft., fly 20 ft. (good) into combat.
Armor Class: 17 (+1 size, +2 Dex, +4 natural) Profane Touch (Su): An undead martyr’s touch
Attacks: Touch +3 melee touch inflicts 1 point of negative energy damage, similar to
Damage: 1 (see text) an inflict minor wounds spell. Because it is negative
Face/Reach: 5 ft. by 5 ft./5 ft. energy damage, the profane touch heals undead crea-
CHAPTER 5:
MONSTERS

Special Attacks: Improved grab, profane touch tures of 1 point of damage per use. If an undead
Special Qualities: Cold resistance 10, electricity resist- martyr’s profane touch deals damage to a living crea-
ance 10, fast healing 5, flight, shield other, undead traits ture, the undead martyr heals a like amount of damage.
Saves: Fort +1, Ref +3, Will +5 Flight (Ex): An undead martyr’s body is naturally
Abilities: Str 11, Dex 15, Con —, Int 10, Wis 13, buoyant, which allows it to fly, as the spell, as a free
Cha 12 action at a speed of 20 feet. This buoyancy also grants it a
Skills: Balance +4, Escape Artist +7, Hide +13, Jump permanent feather fall effect with personal range. The
+2, Listen +6, Move Silently +9, Spot +8, Tumble +7 ability also allows any creature to carry an undead
Feats: Toughness martyr or pull it along (such as when it grabs onto an
Climate/Terrain: Any land and underground undead ally) as if it were of negligible weight.
Organization: Solitary Shield Other (Sp): An undead marytr may use a
Challenge Rating: 2 shield other spell once per day. Caster
Treasure: None level 4th.
Alignment: Always evil Undead Traits: Immune to
Advancement Range: 5–8 HD (Small); 9–12 mind-affecting effects,
HD (Medium-size) poison, sleep,
paralysis,
An undead martyr is the animated corpse of a crea- stunning, dis-
ture that sacrificed itself to save an evil being. In ease, death effects,
unlife, it protects undead at its own expense. necromantic effects,
An undead martyr is a skeletal being from the and any effect that
waist up, trailing off into ectoplasm and vapor requires a Fortitude
below that. Its eyes give off a violet glow, and save unless it also works
its body is usually surrounded in a similar glow, on objects. Not subject
although it can dampen this at will. The crea- to critical hits, subdual
ture moves by slow flight and usually floats about damage, ability damage,
horizontally. Because its abilities are better at ability drain, energy
aiding another undead drain, or death from
than striking massive damage. An
directly at its foes, undead martyr cannot
it normally floats be raised, and resurrec-
behind an undead ally, tion works only if it is
with its skeletal hands rest- willing. The creature
ing on the shoulders of the ally. has darkvision (60-foot
While they sometimes arise sponta- range).
neously, undead martyrs can be created
by a cleric of at least 14th level using the
create undead spell.

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most combat situations (see Special Attacks).


YUAN-TI (TEMPLATES) Broodguards have sharp claws and vicious bites they
One of the most insidious aspects of the yuan-ti is can use in melee. They use the base attack values they
their humanoid heritage, for this vile race of serpent had as the base creature, but their claws deal 1d4 points
folk is descended from humans who were corrupted of damage and their bite deals 1d4 points of damage.
by a powerful and evil reptilian being. In their mon- Special Attacks: Tainted ones and broodguards
strous evil, the yuan-ti continue this mingling of ser- retain all the special attacks of the base creature.
pentine and humanoid blood, creating two types of Tainted ones also gain the following two special attacks.
agents and servitors that are not quite Psionics (Sp): The transformation activates latent
humanoid—nor fully yuan-ti. psionic potential in humanoid minds, granting tainted

CHAPTER 5:
MONSTERS
These servitors are created by essen- ones spell-like abilities similar to those of true yuan-ti.
tially the same process. If the process is a A tainted one can create the following effects through
success, the result is a tainted one. the power of its mind as a sorcerer of its character
These creatures appear just as they level: poison (Fortitude DC 13 + tainted one’s Con mod-
did prior to their infection— ifier) and polymorph self (into snake or snakelike
generally able-bodied humanoids, forms only).
usually of 3rd to 6th level. Though Poison Bite (Ex): The saliva of a tainted one is
their bodies do not show signs of poisonous when ingested or introduced into the
their tainted blood, their personal- blood. A tainted one can inject its venom only
ities and mannerisms do; they while grappling a foe with exposed skin. The
often develop habits such as fre- Fortitude save to resist this poison has a DC of 10
quently licking their lips, drawing + 1/2 the tainted one’s HD + the tainted one’s
out their sibilants, or keeping large Con modifier. Victims who fail this save
serpents as pets. Tainted ones serve take 1d4 points of temporary Constitution
the yuan-ti as agents who can pass damage. After 1 minute, they must
unnoticed among other races and make another save; failure means
infiltrate where even a pureblood another 1d4 points of temporary
yuan-ti might risk discovery. Constitution damage. A tainted
If the process goes awry, the one’s kiss is also poisonous, though
result is a broodguard (called a in this case the save DC is reduced
histachii by some). These by 2.
near-mindless abominations Broodguards do not
are hairless creatures with ema- gain these two special at-
ciated bodies. Their gray or tacks, but instead gain a
yellow-green skin is tough rage ability.
and scaly and smells faintly Rage (Ex): Once per
of rotting meat. They have day, a broodguard can
beady, bloodshot eyes, and enter into a berserk state
their forked tongues con- similar to a barbarian’s rage. In
tinually dart in and out of their mouths. this state, the broodguard gains +4
Broodguards, as their name suggests, are most often to Strength, +4 to Constitution, and a +2 morale bonus
found guarding yuan-ti brood chambers. on Will saves, but it takes a –2 penalty to Armor Class.
Tainted ones and broodguards speak the languages Special Qualities: Tainted ones and broodguards
they knew before their transformation and usually retain all the special qualities of the base creature and
learn Draconic within a few months of becoming gain some of the following qualities, as indicated.
infected. Yuan-ti Blood: For all special abilities and effects,
tainted ones and broodguards are considered yuan-ti.
CREATING A YUAN-TI For example, they can use special yuan-ti weapons or
“Tainted one” and “broodguard” are templates that can magic items with racially specific yuan-ti powers as if
be added to any humanoid (referred to hereafter as the they were yuan-ti. This also means that, like yuan-ti,
base creature). The creature’s type changes to humanoid tainted ones and broodguards cannot become ghosts.
(reptilian). The templates use all the base creature’s sta- Poison Immunity (Ex): Tainted ones and broodguards
tistics and special abilities, except as noted here. are immune to all forms of snake venom, including
Hit Dice: As base creature. their own poison.
Speed: As base creature. Spell Resistance (Ex): Tainted ones gain spell resist-
AC: As base creature. Broodguards do not wear armor. ance of 12 +1 per three levels.
Attacks and Damage: As base creature. Tainted Mental Resistance (Ex): Broodguards are immune to
ones also gain a poisonous bite, but this is useless in hold and charm spells.
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Saves: As the base creature. SAMPLE YUAN-TI


Abilities: Tainted ones gain +2 to Constitution. Here is a tainted one and a broodguard, each using the
Broodguards gain +2 to Dexterity and +2 to Constitu- same 5th-level human rogue as the base creature.
tion, but lose –4 to both Intelligence and Charisma.
Skills: As the base creature. Tainted One
Feats: Tainted ones and broodguards gain Alertness Medium-Size Humanoid (Reptilian)
as a bonus feat due to their heightened senses. Hit Dice: 5d6+5 (22 hp)
Climate/Terrain: Warm land. Initiative: +7 (+3 Dex, +4 Improved Initiative)
Organization: Tainted one, solitary; Broodguard, Speed: 30 ft.
clutch (2–8) or tribe (9–20). AC: 15 (+3 Dex, +2 leather)
CHAPTER 5:
MONSTERS

Challenge Rating: Tainted one, same as the base Attacks: Short sword +7 melee
creature +1; Broodguard, same as the base creature. Damage: Short sword 1d6+1
Treasure: Standard. Face/Reach: 5 ft. by 5 ft./5 ft.
Alignment: Usually chaotic evil. Special Attacks: Psionics, sneak attack +3d6, poison
Advancement: Tainted one, by character class; bite
Broodguard, —. Special Qualities: Evasion, uncanny dodge (Dex
bonus to AC), poison immunity, yuan-ti blood, SR 13
CREATING TAINTED ONES Saves: Fort +2, Ref +7, Will +1
Yuan-ti create most of their servitors from humanoid Abilities: Str 12, Dex 16, Con 13, Int 14, Wis 10, Cha 8
prisoners. They also may transform humanoid sup- Skills: Bluff +7, Climb +9, Diplomacy +11, Hide +11,
plicants who voluntarily agree to become tainted Intimidate +9, Listen +10, Move Silently +11,
ones. Humanoids become tainted ones by drinking a Search +10, Sense Motive +8, Spot +10
mixture of yuan-ti venom and strange herbs or by Feats: Alertness, Improved Initiative, Weapon
being exposed to one of the unclean substances Finesse (short sword), Weapon Focus (short sword)
exuded from the flesh of Traagash Daur, the mother Climate/Terrain: Warm land
of all yuan-ti. Organization: Solitary
Any humanoid who drinks this mixture, whether by Challenge Rating: 6
choice or by force, must make a Fortitude saving Treasure: Standard
throw (DC 16). If the saving throw fails, the victim Alignment: Usually chaotic evil
must make a Constitution check (DC 15). Success on Advancement: By character class
this check means the character becomes a tainted one
in a painful transformation that lasts 1d6 days. Failure Broodguard
means the character slowly becomes a broodguard in Medium-Size Humanoid
7–12 (1d6+6) days. Hit Dice: 5d6+5 (22 hp)
If the Fortitude save is successful, the victim imme- Initiative: +8 (+4 Dex, +4 Improved Initiative)
diately lapses into a coma; death follows in 1 hour. A Speed: 30 ft.
comatose victim can be revived with a delay poison or AC: 14 (+4 Dex)
neutralize poison spell if the spell is cast within 1 hour Attacks: 2 claws +4 melee, and bite –1 melee
after the mixture has been swallowed. Human-headed Damage: Claw 1d4+1, bite 1d4
yuan-ti have the ability to use neutralize poison, and they Face/Reach: 5 ft. by 5 ft./5 ft.
may save a comatose victim themselves. It is not for Special Attacks: Rage, sneak attack +3d6
the victim’s benefit. A humanoid who fails his save Special Qualities: Evasion, uncanny dodge (Dex
after drinking the mixture may suddenly find himself bonus to AC), immune to hold and charm spells,
conscious again, only to face another flask of the mix- poison immunity, yuan-ti blood
ture when the yuan-ti attempt another transformation. Saves: Fort +2, Ref +4, Will +1
If a humanoid fails his saving throw after consum- Abilities: Str 12, Dex 18, Con 13, Int 10, Wis 10, Cha 4
ing the mixture, a few desperate measures may pre- Skills: Bluff +5, Climb +9, Diplomacy +9, Hide +12,
vent his transformation into a tainted one. If Intimidate +7, Listen +10, Move Silently +12,
neutralize poison, dispel magic, remove curse, and heal are Search +10, Sense Motive +8, Spot +10
cast on the victim, in that order, the transformation Feats: Alertness, Improved Initiative, Weapon
process is reversed. However, the victim perma- Finesse (short sword), Weapon Focus (short sword)
nently loses 1 point of Intelligence. A wish, limited Climate/Terrain: Warm land
wish, or miracle spell reverses the transformation with Organization: Clutch (2–8) or tribe (9–20)
no loss of Intelligence. Once the transformation is Challenge Rating: 5
complete, only a wish or a miracle can restore the Treasure: Standard
victim to his former self. Alignment: Usually chaotic evil
Advancement: —

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his chapter, designed to be read by the Dungeon


Master but not by players, contains a collection of
adventures to start off a Ghostwalk campaign. They
are not linked in any way, and you (the DM) can use
them in whatever order you want; they are presented
in order of recommended character levels from lowest
to highest. Some of them are full-fledged adventures
that take the characters to several locations in and
around the city of Manifest, while others are simply
site-based encounters that can be placed wherever you
wish within the Undercity (or elsewhere, with some
modifications).
Of course, as with all adventures, you need a copy of
the three D&D core rulebooks—the Player’s Handbook,
the DUNGEON MASTER’s Guide, and the Monster Manual—
in order to use these adventures effectively. You should
also read through each adventure ahead of time to
familiarize yourself with the particulars.
Text that appears in shaded boxes is player informa-
tion, which you may read aloud or paraphrase, as
appropriate. Text in sidebars contains important DM
notes for you, offering insight into issues peculiar to
the situation. Monster and nonplayer character (NPC)
statistics are provided with each encounter in abbrevi-
ated form. Full monster statistics for standard monsters
are in either the Monster Manual or in Chapter 5 of this
book. You should review all of these statistics before
the game starts to refresh your memory of the crea-
tures’ abilities. Each encounter is given an Encounter
Level (EL) to let you know how challenging it should
be for the adventurers.

TOUCH AND GO
An introductory Ghostwalk adventure for 1st-level
characters.

SYNOPSIS
While in the Tombyards (see the map of Manifest in
Chapter 2), the PCs are accosted by a ghoul. A strange
note in the ghoul’s possession leads them to a clandes-
tine meeting with some members of the Golden,
Manifest’s thieves’ guild. The thieves have stolen a
device they believe to be a powerful magic item from
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a wizard, but what they don’t realize is that the item you think that will interest them). Only you know
is unfinished and unstable. It marks them all what will attract your players.
(including the PCs) with strange magical sigils and
then begins summoning monsters eager to slay. In ENCOUNTERS
the fight, the lantern disappears, and the PCs must The following encounters make up the adventure
track it down or be plagued forever by the monsters “Touch and Go.”
it sends after them.
Encounter 1: Hunger (EL 1)
ADVENTURE BACKGROUND This encounter takes place in the afternoon in the
Dras’s Wondrous Devices is located in the Portal Ward. Tombyards. Read or paraphrase the following para-
CHAPTER 6:
ADVENTURES

Dras makes magic items for money. Recently, some graph to tell players what their characters see.
minor thieves got lucky and managed to break into
his heavily warded shop. The only item they could
boost was a lantern with red sigils painted upon it. Rows upon rows of long, narrow buildings of dark
They had no idea that the reason it was left unpro- stone stretch in all directions. The streets are
tected was because it was unfinished. Now, what was quiet; it’s more like a cemetery than a neighbor-
to be a lantern of revealing malfunctions and becomes hood. And the smell—it’s not overpowering, but it
something much more sinister. The thieves sent a is just enough to set you on edge: a rotting, sour
message to a man named Chornoy, a low-level wizard odor that drifts about on the wind throughout this
willing to work with criminals, who they hoped could place they call the Tombyards. The sky is overcast
identify the lantern. and gloomy, lending an even more sinister air to
Chornoy, however, was eaten by a ghoul in the the place.
Tombyards on the way to the meeting place given him
by the thieves in the message. Creatures: Herst, the ghoul, is intelligent but moti-
Meanwhile, a ghost rogue named Othere, who also vated only by hunger. He was part of a larger pack of
earns his living as a thief, has stumbled upon the other ghouls that sought to rob the Tombyards, but the rest
thieves and wants the lantern for himself. Now, he of them were destroyed by Morticians’ Guild soldiers.
waits invisibly, hoping for an opportunity to steal it. Now, he hides amid the long shadows of the mau-
soleum warehouses, dressed in a long, brown cloak,
ADVENTURE HOOKS looking for prey. He recently found and killed a lone
The PCs need to be in the Tombyards. There are many mage, but the mage was a skinny meal for a human,
reasons they could be there, including the following. and Herst wants more.
1. One of the PCs is contacted by the Guild of Mor- It is important that Herst speak during the
ticians to view a body stored there for identification encounter and refer to himself in the third person.
purposes. “You think you are so powerful, but Herst will feed on
2. The PCs are hired (5 gp each) to help protect the your liver—gobble it up like candy!” This is so the PCs
body of a particularly important individual (some do not think the note addressed to Chornoy (see
minor noble from Salkiria) that is only going to be below) refers to the ghoul.
kept in the Tombyards one night.
3. PCs new to town are simply wandering about, Ghoul: 14 hp; see Monster Manual page 97.
getting to know Manifest.
4. A mid-ranking Guildsman from the Guild of Mor- Tactics: Herst would really like to find someone
ticians summons the PCs to come to his home and alone, or relatively alone. Barring that, he looks to a
discuss a potential job. single target in a small group and calls out to one of
them (not an elf ), beckoning him closer, tantalizing
If the PCs do not intercept the note on the ghoul or him with some interesting goods to sell cheaply. If
do not follow up on it, there are a couple of fallback seriously threatened, Herst attempts to paralyze a
options:
1. Have them stumble into the situation by accident. pqs
2. Have Dras contact them for help in recovering
the lantern. He does not know what the item’s cur- CHORNOY’S GHOST
rent state is, but he does suggest that it might be dan- After Chornoy is killed by the ghoul, his ghost wisely chooses
to enter the Material Plane far from the ghoul’s location. He’s
gerous and, thus, is willing to pay them some potions
too busy getting some friends together to help reclaim his
for its return.
body and possessions to worry about Tarl’s request. Chornoy’s
attempts to reclaim his things from the heroes can be used as
If the note does not seem like it will be enticing to the a hook for encounters after this adventure is completed.
PCs, alter it so that it seems more sinister (if the PCs
pqs
are benevolent do-gooders) or more mysterious (if
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Warehouse
3

Lander Street

CHAPTER 6:
ADVENTURES
Dorin Street

4
E
T

A
WW Key
WW
R =Rogue
W =Warrior
E =Enbri
R T =Tarl
0 5 10 20 40 5 Crate
Scale in feet

single victim and then threaten to kill him (with a Development: If Herst runs away (or is turned so
coup de grace) unless the others back off. that he gets away), the note should instead be found
Treasure: Herst has a small pouch that contains on the dead body, rather than on Herst.
some human fingers (still bloody—they’re quite
fresh) and a note. The note reads: Encounter 2: Attentiveness (EL 2)
The encounter begins as the PCs arrive on Lander
Chornoy, Street and find Warehouse 4.

We have a really great treasure this time, but we need you to


identify it for us and tell us what it can do. Meet us on the As the sun sets, the buildings of the Merchant
7th on Lander Street in the Merchant Ward. Warehouse 4, Ward grow dark. This area is mostly warehouses,
shortly after dark. making it seem oddly similar to the Tombyards
where you just were. Most of the structures in the
Tarl area are wood, about 20 feet high with few, if any,
windows. Loading docks for moving goods on and
The 7th is today. off wagons are connected to most of the ware-
Investigation down the narrow alley between the houses. You spot signs by the doors, numbering
two mausoleum warehouses where Herst was lurking most of the warehouses. You finally come upon
(Search DC 10) reveals the partially hidden, grisly warehouse 4.
remains of a human body that has been mostly It appears that the warehouse has two entrances:
devoured. Gnawed bones, scraps of torn cloth, and a large set of sliding double doors on the loading
things too hideous to mention are crammed into a dock and a side door.
small niche, mostly under an old sheet. Easily recov-
ered from the area are an ordinary dagger, 14 sp, 2 gp, The double doors are locked with a chain and padlock
and some strange, blood-covered odds and ends. A (Open Lock DC 25 to open; hardness 10; hp 10; AC 8;
Knowledge (arcana) check (DC 12) identifies these break DC 35). The side door is currently unlocked.
odds and ends as spell components. A Search check The thieves currently occupying the place had a key
(DC 15) allows a PC to recognize that one of the made to open the side door lock so that they can use
blood-covered bits is actually a pearl worth 100 gp. the place as a hideout at night. They never steal or
Another Knowledge (arcana) check (DC 15) recog- damage anything in the warehouse so that no one gets
nizes this as a component for the identify spell. suspicious.
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A 1st-level rogue watches from the rooftop of the to the Golden headquarters, but he follows procedure
next warehouse (number 5). His Hide modifier is +10, to do so, which is to take a long, circuitous path all
including a +2 circumstance bonus for the quality of across town that is likely to lose pursuit (three suc-
his hiding place. If he sees the PCs snooping around cessful Spot checks to follow him; Hide check result
Warehouse 4, he lets out a signal whistle. by the rogue sets the DC).
Creatures: Four 1st-level warriors hang around in Development: If the fight with the warriors goes
the small side chamber of the warehouse. (Each war- on for more than 4 rounds (or fewer than that if, in the
rior is identified on the map by a W.) If they hear or DM’s estimation, the fight is particularly noisy), the
see anyone snooping around, or if they hear the signal rogues in Encounter 3 can make Listen checks (DC
whistle from the rogue on the roof, they move out to 20) to see if they hear the sounds of fighting. If they
CHAPTER 6:
ADVENTURES

the street to attack. do, they investigate.

Thugs (4): Male human War1; CR 1/2; Medium- Encounter 3: Greed (EL 3)
size humanoid; HD 1d8+2; hp 8, 7, 6, 4; Init +1; Spd 20 The door into the main warehouse area (marked A on
ft.; AC 18 (+1 Dex, masterwork banded mail, small the map) is slightly ajar. Voices come from the other
wooden shield), touch 11, flat-footed 17; Atk +5 melee side. If the PCs try, they can hear the following con-
(1d10+2/19–20, bastard sword); AL NE; SV Fort +4, versation through the door (Listen DC 5). Of course,
Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 11, Wis 12, they are free to take actions at any point, potentially
Cha 8. interrupting the conversation.
Skills and Feats: Climb +4, Intimidate +4, Jump +4;
Exotic Weapon Proficiency (bastard sword), Weapon
Focus (bastard sword). “When is he going to get here?” a gruff male voice
Possessions: Masterwork banded mail, small wooden says.
shield, masterwork bastard sword, potion of cure light “You know Chortnoy. He’s always late,” replies a
wounds, 2 gp. female voice.
“This thing is starting to give me the creeps.”
Rogue on Rooftop: Male human Rog1; CR 1; “The creeps? What are you talking about? This
Medium-size humanoid; HD 1d6–1; hp 5; Init +6 (+2 thing is probably worth 10,000 gold coins, at least.
Dex, +4 Improved Initiative); Spd 30 ft.; AC 15 (+2 It’s going to make us fabulously wealthy.”
Dex, masterwork studded leather armor), touch 12, “Yeah, but why was it just sitting out? Why wasn’t
flat-footed 13; Atk +1 melee (1d6+1/19–20, short it protected in a vault like the other items? You
sword); or +3 ranged (1d6/19–20, masterwork light don’t suppose it wasn’t finished, do you?”
crossbow); SA sneak attack +1d6; AL N; SV Fort –1, “What difference does it make? It’s clearly magi-
Ref +4, Will +0; Str 13, Dex 15, Con 8, Int 12, Wis 11, cal. Look at those rune-things.”
Cha 14. “It makes my skin crawl, though.”
Skills and Feats: Balance +6, Climb +5, Hide +8, Jump The female sighs. “Don’t be an idiot. It’s just a
+5, Listen +4, Move Silently +6, Open Lock +6, Search lantern.”
+5, Spot +4; Improved Initiative, Skill Focus (Hide).
Possessions: Masterwork studded leather armor, short If the PCs look into the room, read the following
sword, masterwork light crossbow, 10 bolts, master- description.
work thieves’ tools, whistle, 11 gp.

Tactics: The rogue on the rooftop has a light cross- This large warehouse is about half full of crates. Two
bow and attempts to make a sneak attack, if possible. humans sit on crates with another large crate between
Under no circumstance does he come down off the them. Perched atop a makeshift table are two lanterns.
roof and engage in melee. If the PCs obviously wipe One is lit, while the other appears to have some sort of
out the thugs, he retreats to the middle of the roof. If writing on it. The two figures both tense and grab
the PCs attempt to go up and get him, he tries to climb weapons. Just as they begin to stand, the lantern that
down another side and get away. If able, he runs back is not lit flares momentarily with energy.

pqqqqrs
THE THIEVES authorities to find them. These rogues and warriors are not
The thieves in Encounter 2 are members of the Golden, but ruthless cutthroats for the most part—they won’t fight to
have chosen to use the old warehouse as an occasional base the death if they can help it. They are much more likely to
of operations. Members of the Golden only go to their Under- surrender to an overwhelming force, or—preferable to them—
city lair occasionally. That makes it that much harder for the run away.
pqqqqrs

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Possessions: Masterwork studded leather armor,


longsword, mighty shortbow (+2 Str bonus), 10
arrows, 2 gp.

Tarl: Male human Rog1;


CR 1; Medium-size human-
oid; HD 1d6+1; hp 7; Init +2;
Spd 30 ft.; AC 14 (+2 Dex,
leather armor), touch 12,
flat-footed 12; Atk +3

CHAPTER 6:
ADVENTURES
melee (1d6+1/19–20,
masterwork short
sword); or +2 ranged
(1d8/×3, shortbow);
SA sneak attack
MD +1d6; AL N; SV Fort
+1, Ref +4, Will +2; Str 13, Dex 15,
Con 12, Int 10, Wis 11, Cha 13.
Skills and Feats: Climb +5, Hide +6, Jump +5, Listen
The glow fades, and you see a strange red sigil +4, Move Silently +6, Open Lock +6, Search +4, Spot
beginning to form on your flesh, like a very precise +4; Iron Will, Weapon finesse (short sword).
welt. The mark appears on the skin of the two Possessions: Leather armor, masterwork short sword,
people in the room as well—they seem just as shortbow, 10 arrows, masterwork thieves’ tools, whis-
caught off guard by the experience as you are. tle, 11 gp.

The PCs must immediately make Fortitude saves Small Ectoplasmic Vermin (4): hp 4 each; see
(DC 15). If they are successful, they resist the Chapter 5.
lantern’s malfunctioning effect, and the sigil disap-
pears. If a character fails, he has the sigil embla- As if things weren’t complicated enough, there is
zoned on his skin (someplace readily visible). It another player involved in this situation. Othere is a
resembles one of the sigils on the lantern. This sigil ghost who wants the lantern for himself. Using a
has only a single effect, and that is to attract sum- potion of invisibility, he lurks amid the crates (Move
moned monsters. Silently modifier +6) waiting for an opportunity (such
At the beginning of the next round, the malfunc- as during a big fight) to race over, grab the lantern,
tioning magic of the lantern calls four Small ectoplas- and make off with it.
mic vermin within 10 feet of it. The rogues appear just
as surprised by this as everyone else. The monsters Othere: Human ghost Rog1/Eidolon1; CR 3;
seek out and attack everyone with a sigil, ignoring Medium-size humanoid; HD 1d6+3 plus 1d8+3; hp 16;
anyone else until all those with sigils are dead. Init +2; Spd 30 ft.; AC 16 (+2 Dex, masterwork studded
Creatures: The rogues Enbri (the female) and Tarl leather armor, small wooden shield), touch 12, flat-
(the male) defend themselves and the lantern against footed 14; Atk +5 melee (1d6+1/19–20, +1 short sword);
intruders. However, when the lantern malfunctions, or +3 ranged (1d8/19–20, light crossbow); SA sneak
they both get sigils and must also fight the ectoplas- attack +1d6; SQ no discernible anatomy, ghost weak-
mic vermin. Thus, most likely, a three-way brawl ness; AL N; SV Fort +3, Ref +4, Will +4; Str 11, Dex 14,
ensues. Con 16, Int 11, Wis 13, Cha 11.
Skills and Feats: Climb +5, Hide +6, Jump +5, Listen
Enbri: Female human Rog1; CR 1; Medium-size +5, Move Silently +6, Open Lock +6, Search +4, Spot
humanoid; HD 1d6; hp 6; Init +6 (+2 Dex, +4 +5; Dodge, Incorporeal Form, Weapon finesse (short
Improved Initiative); Spd 30 ft.; AC 15 (+2 Dex, mas- sword).
terwork studded leather armor), touch 12, flat-footed Possessions: +1 short sword, masterwork studded
13; Atk +2 melee (1d8+2/19–20, longsword); or +2 leather armor, small wooden shield, light crossbow, 12
ranged (1d8+2/×3, mighty shortbow [+2 Str bonus]); bolts, masterwork thieves’ tools, 19 gp.
SA sneak attack +1d6; AL N; SV Fort +0, Ref +4, Will
+1; Str 14, Dex 14, Con 10, Int 11, Wis 12, Cha 12. Tactics: If up against someone who is subject to
Skills and Feats: Climb +6, Hide +6, Jump +6, Listen sneak attacks, Enbri and Tarl flank him to get sneak
+5, Move Silently +6, Open Lock +6, Search +4, Spot attack bonuses. More likely, however, they spend
+5; Dodge, Improved Initiative. much of the battle fighting the ectoplasmic vermin.

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If things look bad (which they probably do), they do man named Errim attacks them with a broom. A ghost
not hesitate to attempt to leave (they can be an inter- named Nimi helps with her sword. Remember that
esting part of the adventure later on; see Encounters the vermin attack only the PCs, ignoring anyone
6 and 7). else—even to their detriment.
Development: Othere flees, with the lantern, to his Others might attempt to use the confusion created
home in Forestview if he can. as a diversion. A rogue named Queane attempts to lift
The lantern’s strange sigil-marking ability affects the moneybox (if in a place of business) and/or pick
only creatures with physical bodies. The newly sum- the pocket of one of the PCs during the fight. Queane
moned monsters ignore the ghost and make their way has nothing to do with the whole situation with the
through the night to where the PCs are, drawn magi- lantern, but the PCs don’t know that. An opposed
CHAPTER 6:
ADVENTURES

cally to them. check (Pick Pocket check result opposed by Spot


Ad Hoc XP Adjustment: The EL of this area is check result) determines whether the PC notices the
altered because the rogues are going to be helping to Pick Pocket attempt. Otherwise, each PC can attempt
fight the ectoplasmic vermin. Award 25% fewer XP a Spot check (DC 15) to notice Queane take the cash-
for all the creatures and characters encountered in box (again, if they are in a tavern or store). NPCs
this fight. around them are too busy looking at the vermin to
notice her.
Encounter 4: Determination (EL 2) If confronted, Queane attempts to flee with her
This encounter happens in one of two ways; either the loot. If cornered, she defends herself. If given the
PCs have the lantern or they don’t. If they have the opportunity to return her stolen goods rather than
lantern, about an hour after the encounter with the fighting, she does so. In fact, the PCs may find that
rogues, read the following text. Queane is actually a friendly and likable person—just
down on her luck. If the characters do not turn her in
to the authorities or hurt her, she might even join up
Without warning, the lantern begins to glow and with them if asked, to help figure out where these
shake. Then, suddenly, it flares with power. conjured monsters are coming from.
Moments later, when you can see again (albeit with Creatures: The malfunctioning lantern calls three
some spots before your eyes), you spy three ectoplasmic vermin that hunt down whoever bears
strange, multilegged creatures crawling around the runelike markings given to them by the lantern.
you—ready to attack!
Small Ectoplasmic Vermin (3): hp 4 each; see
The ectoplasmic vermin attack all characters with the Chapter 5.
sigils. If the PCs do not have the lantern, the monsters
are still called and head directly for the characters Errim: Male human Com1; CR 1/2; Medium-size
with sigils. However, it probably takes the monsters at humanoid; HD 1d4; hp 3; Init +2; Spd 30 ft.; AC 12 (+2
least a couple of hours to get across the city to where Dex), touch 12, flat-footed 10; Atk +0 melee (1, sub-
the PCs are. In this event, a few hours after Encounter dual damage only, broom); AL NG; SV Fort +0, Ref +2,
4, read the following to the players. Will +2; Str 11, Dex 15, Con 10, Int 10, Wis 8, Cha 13.
Skills and Feats: Craft (woodworking) +6, Listen +3;
Iron Will, Skill Focus [Craft (woodworking]).
You hear a strange scratching sound. Something is Possessions: Broom, 12 cp.
scuttling across the floor. Suddenly, something
small but terrifying launches itself at you, with a Nimi: Female human ghost Ftr1; CR 2; Medium-
horrible stinger tail. size outsider; HD 1d10+2; hp 12; Init +2; Spd 30 ft.; AC
12 (+2 Dex), touch 12, flat-footed 10; Atk +6 melee
This encounter works great if the PCs are someplace (1d8+3/19–20, masterwork longsword); SQ no dis-
relaxing, such as in an inn or restaurant, or perhaps cernible anatomy, ghost weakness; AL CG; SV Fort +4,
simply in their rooms. The ectoplasmic vermin are Ref +4, Will +0; Str 16, Dex 14, Con 15, Int 8, Wis 10,
determined, and thus able to get into just about any Cha 11.
location. However, if the PCs are in a particularly Skills and Feats: Jump +7; Dodge, Lightning Reflexes,
secure area, you can rule that the vermin just wait out- Weapon Focus (longsword).
side for them to come out. They are magically com- Possessions: Masterwork longsword, 34 gp (she is cur-
pelled to attack the PCs, so if there’s nothing else for rently not wearing armor because she is relaxing in
them to do, they wait. the city).
If the PCs are in a public place, the encounter is
even more interesting. At the sudden appearance of Queane: Female halfling Rog1; CR 1; Small
these vermin, people scream in terror. Bystanders run humanoid; HD 1d6; hp 6; Init +7 (+3 Dex, +4
for cover, although a few people might try to help. A Improved Initiative); Spd 30 ft.; AC 15 (+3 Dex, mas-
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terwork leather armor), touch 13, flat-footed 13; Atk Check Result 25+: Someone—perhaps a ghost—was
+1 melee (1d6/19–20, short sword), +2 ranged (1d6, seen with a strange lamp covered in runes and sigils
shortbow); AL N; SV Fort +0, Ref +5, Will +2; Str 11, in Forestview, near Banil’s Bakery.
Dex 16, Con 10, Int 11, Wis 15, Cha 14. Speaking with Dras: Perhaps acting on knowledge
Skills and Feats: Climb +4, Hide +9, Jump +4, Listen gained from a Gather Information check, the PCs
+6, Move Silently +9, Open Lock +6, Pick Pocket +6, could go to Dras’s shop in the Portal Ward.
Spot +6; Improved Initiative.
Possessions: Masterwork leather armor, short sword,
shortbow, 10 arrows, thieves’ tools, 5 cp. Broken glass covers the wooden floor inside this
shop. The window next to the door is shattered.

CHAPTER 6:
ADVENTURES
Encounter 5: Desperation (EL 3)
Tables stretch out on either side of you, with vari-
This encounter occurs only if the PCs don’t have the ous strange objects on them: a pair of books, a thin
lantern. Most likely, it’s in Othere’s hands. He doesn’t wand made of wood inlaid with silver, a lyre with
have a mark from the lantern (it affects only creatures golden strings, and a pair of goggles. Each item is
with physical bodies), but he has no idea why this encased in a container of brass and what looks like
lantern he stole magically produces horrible monsters glass, but something about it suggests that it’s far
that then immediately scuttle away. stronger. Other metal boxes lie amid these more
The PCs need to figure out what’s going on. Most ornate containers.
likely, they have realized the connection between the The walls are covered in strange things: wrapped
sudden appearance of the ectoplasmic vermin from planks of wood leaning against them, bags of
earlier. If not, another encounter with more called strange-smelling herbs hanging from nails, animal
creatures may drive the point home. pelts and horns, jars of herbs, beakers and vials, and
numerous books on shelves.
A tall, thin man with a gaunt face framed by
There is a clicking sound from above and behind straight, very long black hair and a short black
you. Suddenly, dark shapes are scuttling around beard stands staring at you with a look on his face
you, attacking. that could probably curdle milk. Standing directly
behind him is a 9-foot man of metal, wood, and
This event occurs about 8 hours after the previous stone, all fashioned into a hulking monstrosity. Just
attack. Like the one before, this encounter can happen when you think it might actually be a piece of art,
anywhere, but it is perhaps best used outdoors and it turns its faceless head to seemingly gaze in your
perhaps around other people—like on a city street. direction with a creaking sound.
“What do you lot want?” the man says. “I’ve no
Creatures: Four ectoplasmic vermin drop down time for foolishness today.”
from the nearby walls to attack the PCs from above.
Dras is not normally a friendly man, and the current
Small Ectoplasmic Vermin (4): hp 4; see Chap- break-in and theft has left him in unusually bitter
ter 5. spirits. His responses might go something like this:
“Yes, some damnable thieves broke in here. They’re
Encounter 6: More Desperation lucky to be alive, with some of the curses and wards
If it was not clear before, it should be clear now that that guard this place . . . and there be more, now. Trust
the PCs are going to be hounded by conjured mon- me on that one.”
sters until they destroy them at their source. They “The lantern; it was going to be a fine creation. One
have a few options. that parted the Veil and allowed the unseen to be
Gather Information: If the PCs ask around, seen.”
attempting to learn what they can about the situation, “Oh, I suspect it parts the Veil, all right. Parts it right
they may make a Gather Information check. What down the middle. Who knows what it might do. Send
they learn depends on the check result. things far away, call things from other places. . . .”
Check Result 10: Ghost bugs were seen flying “An unfinished item of magic is a dangerous thing.
through the streets earlier, near Carver Street, where There’s no telling what it might do. It doesn’t have to
the Portal Ward meets Forestview (DMs should have anything to do with what the intended powers
change this location so that it is someplace between are—the proper ensorcelments were not there to
where the PCs are and the central part of the Forest- bind it together safely. Unchecked magic . . .”
view Ward). “What are those marks on your skin, there?”
Check Result 15: Some thieves stole a magic lantern “If I could get my hands on the lantern, I could
from Dras, a wizard. The item was unfinished. quell its malfunctions. I could put it to rest and per-
Check Result 20: Dras says that the lantern might haps even finish it as I had intended. I might even be
actually be dangerous. able to provide a bit of a reward. . . .”
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Dras can be convinced to offer a reward of a 1st- Encounter 7: Justice (EL 3)


level potion of each character’s choice for the Othere lives in a flat over a bakery in Forestview. Once
return of the lantern. If one of the PCs can make a the PCs (possibly with the thieves) find Othere’s
Diplomacy check (DC 20), Dras’s mood softens and home, they can either try to reason with him, or they
he throws in an extra potion for the group (not for can bust in and attempt to destroy the lantern (the
each individual). thieves favor the latter course, if they are present).
Under no circumstances does Dras begin to tell Othere is hostile to the PCs (see Handling NPCs in
these obviously novice adventurers what sorts of traps Chapter 5 of the DUNGEON MASTER’s Guide), so he is dif-
and protections he has, what his item inventory is, or ficult to reason with. He might be willing to sell the
what the glasslike substance is that encases some of lantern to them, but not for less than 1,000 gp (proba-
CHAPTER 6:
ADVENTURES

the items (it’s permanently invisible steel). bly far out of their reach). Most likely, they have to
The Golden: If any of the thieves from Encounter fight Othere and take the lantern by force.
2 or 3 survived, the PCs might track them down to If seriously threatened, Othere would rather flee
find out whatever they can. This would normally be than defend his home to the “death.” Thus, he uses his
virtually impossible (they would be in hiding, proba- Incorporeal Form feat to escape. See Encounter 3 for
bly in the Undercity), except that if Enbri and Tarl are Othere’s statistics.
alive, they’re also looking for the PCs. The lantern has
been calling ectoplasmic vermin to send after them as ENDING THE ADVENTURE
well. If the PCs attempt to ask around or find them, Once the PCs have the lantern, they have some
they succeed fairly quickly. options. Returning it to Dras is the best and easiest
Enbri and/or Tarl are willing to agree to a truce if thing to do. However, destroying it also solves the
they can mutually put a stop to the creatures hunting problem of the conjured vermin.
them down. Best of all, the thieves know Othere’s
name. It is much easier to find him with that infor- Lantern: hardness 10; hp 10; AC 7; break DC 24.
mation. A Gather Information check (DC 18) allows
the PCs and thieves to find Othere’s home, but only Once the adventure is successfully concluded, it’s
because they have his name. likely that the PCs have made some allies (Dras and
Divination Magic: It’s most likely out of the maybe the Golden), as well as at least one enemy
hands of the PCs and probably too expensive to hire (Othere, if he escaped). Of course, they may feel obli-
someone or buy a scroll, but some divination magic gated to turn over the thieves to the authorities, but
would certainly make the investigation easier. A that might be easier said than done.
locate object spell cast to find the lantern might work,
but only if the PCs were lucky enough or smart
enough to be in the Forestview Ward already. If FOR ABSENT FRIENDS
something as powerful as a divination spell is used, A Ghostwalk adventure for 4th-level characters.
the PCs learn Othere’s name and where to start look-
ing for him. A Gather Information check (DC 18) SYNOPSIS
allows the PCs to find Othere’s home, but only The PCs go looking for some lost adventurers. Their
because they have his name. investigation takes them to various places about town,
The Information Broker: If the PCs don’t know and they eventually run afoul of a powerful black-
his name, Gather Information won’t actually allow the guard. As they discover that the lost adventurers were
PCs to learn Othere’s or the lantern’s location. How- up against an evil necromancer and a drug smuggler,
ever, they can find out that there is a gnome woman the adventure takes them out into the wilds of the
named Saraen Whistlefar (female gnome Exp6) who Spirit Wood, where the lost adventurers disappeared
specializes in information and secrets. She is located at the hands of their enemy. Guided by a new ally—a
in the Merchant Ward, operating out of the back of a member of the Arboreal Guardians—to a mysterious
crystal shop. location known as the Lost Spring, they find the dead
For the price of 50 gp, Saraen tells the PCs that she bodies of the adventurers.
has indeed heard of the break-in at Dras’s shop and But the story doesn’t end there. Eventually, the PCs
that she has heard that a ghost named Othere has return to Manifest for a startling conclusion—the
recently come into possession of a strange lantern. adventurers they are looking for are still alive, held
Othere, apparently, is looking for a wizard who will captive by a necromancer and a force of undead in a
identify the lantern’s powers for him discreetly. horrible place called the Theater of Bone.
A Gather Information check (DC 18) allows the PCs
to find Othere’s home, but only because they have his BACKGROUND
name. Three adventurers—Ferrel Hass, a fighter; Chenni
the Younger, a Piran Sedestadel sorcerer; and Ennic
Kardathalost, a priest of Aluvan—went into the Spirit
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Wood to meet a fourth, Seahan Vestinet, a ranger. Check Result 20: Seahan Vestinet, the ranger, was the
They never arrived. Seahan went into Manifest to see last of the adventurers to be seen by witnesses. He was
if he could find them or ascertain where they went. apparently searching for the others, who had already
Shortly thereafter, he disappeared as well. These four disappeared. He mentioned something about a loca-
were well known and well liked in the city, and many tion called the Lost Spring, in the Spirit Wood.
mourn their loss. But others are not so convinced that Check Result 25: Three of the missing adventurers
they are gone for good. Piotran Lorestrae, proprietor left from the Blueleaf to travel out to the Spirit Wood
of a tavern known as the Blueleaf, has taken up a col- to meet up with Seahan to learn how he fared in his
lection and is offering a reward for their recovery or initiation into the Arboreal Guardians about a week
news of what happened to them. ago. They never showed up. Seahan came to town to

CHAPTER 6:
ADVENTURES
look for them the next day and disappeared himself
ADVENTURE HOOKS after about a day.
There are a few different ways to get the player char-
acters involved in this adventure. In Town
1. There is a reward posted everywhere for the miss- Since it is easiest, the PCs probably start their investi-
ing people’s return. The postings read: gation in town.
The Blueleaf: If the characters visit the Blueleaf,
Missing: read the following aloud:
four stalwart companions and friends of
all goodly folk in the city
A reward in considerable gold offered for their return The Blueleaf is a large tavern, made of rich-
Inquire with Piotran Lorestrae at the Blueleaf. colored wood kept well polished and clean. It
appears that the clientele is made up mostly of
2. Well before the adventure, the PCs encounter equal parts human and elf. A good many of those
Ferrel, Chenni, Ennic and/or Seahan. They are lik- drinking and eating here look as though they may
able, honorable people, and likely to be well thought have just walked out of the wilderness—animal
of by the PCs. Perhaps these adventurers can even hides are as common as store-bought clothing,
come to the aid of the PCs. Thus, when the PCs hear and twigs and leaves woven into wild, unkempt
of their mysterious disappearance, they are self-moti- hair grace as many countenances as conventional
vated to investigate. jewelry. Elven wine flows as freely as hearty ale,
3. The PCs are enjoying an evening in the Blueleaf, and food is plentiful and heavily seasoned with all
oblivious to the fate of the missing adventurers, when manner of herbs, judging from the smells coming
Chenni sends a whispering wind into the tavern that from the kitchens.
they accidentally intercept. It says: “This is Chenni
the Younger. Help us! The Theater of Bone must be Piotran, the elf proprietor of the tavern, is a fine
stopped, or we are doomed. Find Thyrence; he will person to start with in an investigation. He doesn’t tell
know.” If this plea inspires investigation, it is easy to just anyone vital information about his friends, how-
learn who Chenni is and that she and her friends are ever. A successful Diplomacy check (DC 15) puts him
missing. at ease (consider him unfriendly to begin with; see
Handling NPCs in Chapter 5 of the DUNGEON MASTER’s
THE INVESTIGATION Guide). An earnest speech about truly trying to help or
Since this is an investigation, it is probably best not to the words of Chenni’s whispering wind (see Adventure
let the whole process boil down to a Gather Informa- Hooks) also helps.
tion check. Allow the check to be made, but use it as a Piotran is tall and thin, with a hawkish nose and
springboard to send the PCs to some of the areas they brown hair tied into dozens of long, beaded braids. He
will want to investigate. A Gather Information check gives the PCs free drinks and tells them what he
reveals the following information, based on the result. knows of the missing adventurers. Although he goes
Check Result 10: The missing adventurers spent a lot on at length about their good qualities and friendship,
of time at the Blueleaf. he tells the PCs one fact that becomes very important.
Check Result 15: One of the adventurers, Chenni, was The missing adventurers had a single enemy—a
a member of the Piran Sedestadel. Another, Seahan ghost by the name of Ambrosh. They had crossed
Vestinet, was newly inducted into the Arboreal paths with the nefarious Ambrosh on multiple occa-
Guardians. sions. Although they had put an end to his importing
Check Result 18: The missing adventurers were well of magical, ghost-affecting narcotics (see Wraithweed
liked by most people who knew them. They had done in Chapter 1 of this book), they were never able to pin
some exploring in the Undercity, and they had also anything on him directly. Ambrosh lives in Phantom
fought against some criminal elements importing Hill, on Lingering Street (near the center of Phan-
into the city deadly narcotics that affect only ghosts. tom Hill, and near the top of the hill itself ).
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Piotran can also tell the PCs that when Seahan came character succeeds on a Search check (DC 20), in one
back to town after his friends never met him, he told Pio- of the back rooms can be found a small jar of black
tran that they were all to gather near a place called the powder. This is powdered wraithweed. It consists of
Lost Spring. Piotran doesn’t know exactly where that is, 10 doses—quite illegal to possess, but worth 5 gp
but he knows it is south of the city in the Spirit Wood. each to an interested buyer (however, selling it is an
If the PCs did not get the whispering wind message evil act).
(see Adventure Hooks), then Piotran did. He tells
them about it, specifically mentioning the Theater of Creatures: The necromancer Destridien (see the
Bone and Thyrence, although he isn’t familiar with sidebar) has left behind a pair of shadows to watch the
either name. house and report back to him if they see anyone
CHAPTER 6:
ADVENTURES

Piotran has collected 648 gp to offer as a reward for poking around. These shadows do not attack and
the recovery of the missing adventurers. attempt to keep hidden from the exploring PCs (Hide
modifier +8). If they are spotted, they flee.
Ambrosh (EL 5)
If the PCs visit Ambrosh, read the following aloud. Shadows (2): hp 24, 17; see Monster Manual.

Development: The mask is the real clue here. A


This large house is located in a quiet section of Gather Information or Knowledge (local) check (DC
Phantom Hill—although just about all sections of 20) indicates that this is the sort of mask used at the
that ward could be called quiet. Nevertheless, there Lion’s Theater in the Portal Ward. This is an important
are very few people about, and all around the house fact because the Lion’s Theater is really a front for
is still. Destridien’s Theater of Bone. If the PCs do not follow
The front door hangs slightly open, wood splin- up on this clue, however, it’s all right. There will be
ters indicating that it was smashed in. The house other clues.
looks like it was well appointed—Ambrosh must
have been a ghost who still felt the need for crea- An Unexpected Attack! (EL 6)
ture comforts. If the shadows escape from Ambrosh’s house, they
report to Destridien. When it becomes obvious that
Once they go inside, continue with the following text. the PCs are poking around in areas that they shouldn’t
be, Destridien sends Garothos to attack them at an
opportune time—such as when they are in a back
A few overturned tables and broken pottery sug- alley, in Ambrosh’s house, or sleeping.
gests that there was a fight here. In fact, not far Creatures: Garothos is Destridien’s lieutenant. He
from the door lies a pile of bones. The skull seems was once a multiclass ranger/paladin of some renown
to be wearing a bronze theater mask, and a sword until he was nearly killed by a powerful necro-
lies near the bones. Strangely enough, however, the mancer’s energy drain spell. Enraged at how his powers
bones appear very old. failed him and on death’s door, he turned to darkness
and embraced the mantle of blackguard. He
A Knowledge (religion) check or a Spellcraft check exchanged eight of his paladin levels for blackguard
(DC 15) reveals that these bones were once a part of an levels, but he lost four levels as a side effect of the
animated skeleton. The mask is nonmagical, but a spell. Now, he wraps himself in comforting misery
detect magic spell reveals a lingering dweomer of feeble and cruelty.
potency (it was once a single-use magic item, but it Garothos is imposing at 6 1/2 feet tall. He wears a
has been used). helmet with a mirrored faceplate and carries a spiked
The house has eight rooms, but there is little of shield (mostly just for effect).
interest to find other than the bones by the door. If a
Garothos: Male human Rgr2/Blk4; CR 6; Medium-
pqs size humanoid; HD 6d10+12; hp 51; Init +1; Spd 20 ft.;
AC 20 (+1 Dex, masterwork full plate, masterwork
WHAT HAPPENED TO AMBROSH? spiked steel shield), touch 11, flat-footed 20; Atk
Ambrosh made a deal with Destridien, a necromancer. Together, +11/+6 melee (1d8+4 plus 1d6 cold/19–20, +1 frost long-
they would finance and smuggle a shipment of wraithweed
sword); or +9/+4 ranged (1d8+3/×3, masterwork mighty
into the city. Once he had all the information, however,
composite longbow [+3 Str bonus]); SA aura of despair,
Destridien had Ambrosh destroyed by Garothos and some
skeletal servants. Garothos looted the house for anything
poison use, sneak attack +1d6, smite good 1/day; SQ
particularly valuable and then left. This all happened within
command undead, dark blessing, detect good, lay on
the last 24 hours. hands (12 points); AL CE; SV Fort +10, Ref +6, Will +5;
Str 16, Dex 13, Con 14, Int 10, Wis 13, Cha 16.
pqs
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Skills and Feats: Climb +6, Knowledge (religion) +9, Garothos,


Ride +10, Hide +8, Listen +5; Power Attack, Cleave, After you dispose of the meddlers poking around
Sunder, Weapon Focus (longsword). Ambrosh’s house, go into the Spirit Wood and find the last
Possessions: Masterwork full plate, masterwork witness that we have to worry about—Thyrence of the
spiked steel shield, mirrored helm, +1 frost longsword, Arboreal Guardians. He is south of the city, near the Lost
masterwork mighty composite longbow (+3 Str Spring. He wears green-dyed leather armor and a silver
bonus), 20 arrows, potion of cure moderate wounds, 53 gp, earring. He has a blond beard and a wolf companion.
2 silver candlesticks (worth 75 gp each). Slay him.
Blackguard Spells Prepared (2/1; base DC 13 + spell Destridien
level): 1st—doom, inflict light wounds; 2nd—bull’s

CHAPTER 6:
ADVENTURES
strength. In the Wood
The PCs might attempt to go into the Spirit Wood to
Nightfire: Fiendish heavy warhorse mount; Large find the place where the missing adventurers were
outsider; HD 6d8+18; hp 42; Init +1; Spd 50 ft.; AC 15 supposed to meet, either after talking to Piotran, after
(–1 size, +1 Dex, +5 natural), touch 10, flat-footed 14; finding the note on Garothos, or on their own. Most
Atk +7 melee (1d6+4, 2 hooves) and +2 melee (1d4+2, likely, they are looking for the Lost Spring, a person
bite); Face/Reach 5 ft. by 10 ft./5 ft.; SA smite good named Thyrence, or both.
1/day; SQ cold and fire resistance 10, DR 5/+1, SR 12, Attempting to learn anything about Thyrence in
blindsight 120 ft., improved evasion, share spells, town produces no results. However, if a character
empathic link, share saving throws; AL CE; SV Fort makes a Gather Information check or Knowledge
+8, Ref +5, Will +2; Str 19, Dex 13, Con 17, Int 6, Wis (local) check (DC 15), he learns the basic location of
13, Cha 6. the Lost Spring—straight
Skills and Feats: Listen +7, Spot +7. south of town, not as far
off as the Monastery
Tactics: Garothos has already cast bull’s of Kreel.
strength on himself. He starts the combat by
using a sneak attack bow
shot on the weakest-looking
target. Then he and Nightfire
(assuming that the attack is taking
place someplace where Nightfire can
enter and move around—and Garo-
thos tries very hard to wait for just such
an opportunity) charge in and attack.
Garothos is overconfident, at least at first.
He assumes that he will defeat the PCs
handily. If it becomes obvious that he is
wrong, he attempts to withdraw.
However, he does not lead
the PCs back to the
theater—he doesn’t
actually live there,
anyway. Instead,
he flees out of
town and into
the woods.
Treasure: If a
character succeeds
on a Spot check (DC 15),
she notices that the can-
dlesticks that Garothos
carries match the decor of
Ambrosh’s house (he stole
them from there after destroy-
ing Ambrosh). Further, Garothos
carries a short note, written in
Common:

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A Random Encounter (EL 4)


Staying on the road after leaving Manifest accom- Eventually, you come to a small clearing, where a
plishes little. The roads are fairly safe and well trod- number of bedrolls and animal pelts circle a small
den. To find the Arboreal Guardians, the characters campfire surrounded by stones. It appears as if this
have to wander off into the woods themselves. How- camp has been used for some time. A few men and
ever, that’s very dangerous. About an hour after the women—mostly elves, but a few half-elves and
PCs venture into the woods, read the following to the humans—stand warily as you approach. Many
players. have arrows nocked in longbows.
Caraste points with her thumb at a man with
long, sandy blond hair and a bushy beard. Then she
CHAPTER 6:
ADVENTURES

Suddenly, you hear the sound of branches breaking looks at you. “Thyrence, these people came here
and leaves crunching. In the dim light, through the looking for you.”
branches, you see a huge form lumbering quickly
toward you. A mix of dark feathers and fur, this Thyrence’s initial attitude toward the PCs is unfriend-
hulking biped has a vicious-looking beaklike ly. He is upset by the disappearance of his friends, and
mouth that lets loose with a terrible screech. Its he generally does not like people from the city.
clawed arms reach out for you as it closes. Charisma or Diplomacy checks are needed to win him
over and convince him that the PCs are really work-
Creatures: This owlbear is simply hungry. If the ing for the best interests of his friends. Once the char-
PCs deal more than 20 points of damage to it, it acters have improved his attitude to indifferent or
attempts to flee. better, Thyrence takes them into his confidence; read
Thyrence’s words below to the players.
Owlbear: 47 hp; see Monster Manual.

The Arboreal Guardians


“Ferrel, Chenni, and Ennic were to meet Seahan
Thyrence is one of the Arboreal Guardians, a friend of and me here. Seahan had just joined the Guardians
Seahan and the others. He knows about Ambrosh and here and hadn’t seen his friends in a while. But
the connection with Destridien, but he does not know there’s more to it than just that. See, they had been
exactly what happened to his friends. having run-ins with this ghost named Ambrosh in
Looking for him is difficult, however. You don’t really the city. He was bringing in some drug that affected
find the Guardians. You wait for them to find you. only ghosts. A shipment was coming in through
And so they do. Wandering around in the woods, the woods, here, and the five of us were going to
the PCs encounter two female elf rangers named Ani- put a stop to it.
tatia (female elf Rgr6) and Caraste (female elf Rgr5). “But they never showed up. Seahan went looking
These Arboreal Guardians are not interested in help- for them in the city, and he never came back.
ing the PCs. Consider them Unfriendly. Even if influ- “Perhaps they went to the Lost Spring on their
enced to be friendlier, they do not direct the PCs to own and encountered trouble there. I don’t know. I
the Lost Spring. Instead, they instruct them to go have not been there since.”
back to town or at least keep to the main roads. They
honestly do not believe that it is safe for the PCs to be If asked for more information about the drug, the
wandering around in the woods (and they are right). shipment, or Ambrosh, all Thyrence knows is that
However, if the PCs mention Thyrence by name, Ambrosh was working with a man named Destridien,
and if they have favorably influenced the rangers to who controls an organization of undead and humans
an attitude of at least indifferent, Anitatia and Caraste called the Theater of Bone, which is secretly based at
take them to Thyrence. the Lion Theater in Manifest.
Creatures: Thyrence and his wolf companion are
quite capable of protecting themselves.
The two elf rangers lead you through thick forest,
following a path that seems to appear ahead of you Thyrence: Male human Rgr5; Medium-size
from nowhere and disappear again behind you. humanoid; HD 5d10+5; hp 38; Init +3; Spd 30 ft.; AC
Navigating these woods on your own would be 16 (+3 Dex, masterwork studded leather armor),
quite difficult. The sun’s rays barely penetrate the touch 13, flat-footed 13; Atk +9/+6 melee (1d8+4/
canopy of branches above you, and a few birds flut- 19–20, longsword); or +9/+6 melee (1d8+1/19–20,
ter silently amid the treetops. short sword); or +10 ranged (1d8+3/×3, masterwork
Occasionally, out of the corner of your eye, you mighty composite longbow [+3 Str bonus]); SQ
catch an impression of movement—but if you turn favored enemies (undead +2, beasts +1); AL CG; SV
to look, you see nothing. It’s as though the trees Fort +5, Ref +4, Will +2; Str 16, Dex 17, Con 12, Int 10,
themselves occasionally shuffle about as you pass by. Wis 12, Cha 8.
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Skills and Feats: Heal +5, Hide +5, Listen +9, Move As if on cue, the undead left behind by Destridien
Silently +5, Spot +14, Wilderness Lore +9; Point Blank lurch out of the pool and attack.
Shot, Track, Weapon Focus (longsword).
Possessions: +1 longsword, masterwork short sword, Creatures: Eight zombies and a ghast wait in the
masterwork mighty composite longbow (+3 Str pool. They were created by Destridien and placed here
bonus), 20 masterwork arrows, masterwork studded to ambush anyone who would disturb this secret loca-
leather armor, eyes of the eagle, potion of lesser restoration. tion, in which the necromancer hopes to do business
Ranger Spells Prepared (1; base DC 12): 1st—pass with- with the smugglers later on.
out trace.
Medium-Size Zombies (8): hp 16 each; see Mon-

CHAPTER 6:
ADVENTURES
Wolf Companion: 13 hp; see Monster Manual. ster Manual.

Development: Now that they have the lead about Ghast: hp 26; see Monster Manual.
the Lion Theater, the PCs are ready to find and take on
Destridien. If they have influenced Thyrence so that Development: It’s possible that this will look like
he is friendly or helpful, he goes with them. They may the end of the line. The adventurers the PCs sought
wish to investigate the Lost Spring first, however. are dead, and here is the proof. However, Thyrence
Thyrence shows them how to get there. points out that Seahan is still to be found, and that
around here, death is not necessarily the end. In any
The Lost Spring (EL 6) event, he encourages the PCs to keep looking, in
This is where Destridien and Ambrosh meet with the order to avenge the adventurers’ deaths.
wraithweed smugglers from Tereppek. The PCs may Ad Hoc XP Adjustment: This encounter was
find this location on their own, but it is more likely designed with the idea that Thyrence is with the PCs.
that they have come here with Thyrence, perhaps If he is not, the DM may wish to reduce the number
looking for more clues. of zombies by two. Remember that if Thyrence par-
ticipates, he gains a full share of the XP earned.
The more time you spend in these woods, the more Garothos (EL 6)
you get the feeling that the trees are watching you If Garothos is still alive, he attempts to complete his
and speaking in whispered voices—whispered assignment and kill Thyrence. He strikes after the
elven voices—in the wind. zombies have weakened his target and the PCs, charg-
As the foliage parts into a clearing, you hear the ing in on Nightfire.
soft babbling of water. In the middle of the open
space, a pool forms from the flow of water from a Doing Something Wrong (EL 8)
small, rock-covered hillock. The water stretches The Spirit Wood is a dangerous place. If the PCs do
about 100 feet across or more, ringed by trees. something particularly foolish, such as start a fire,
At the edge of the water, on the opposite side of chop down a number of trees, or attack Thyrence, one
the clearing, you see three dark forms sprawled on of the spirit trees of the wood attempts to show them
the ground. As the water gently laps at these forms, the error of their ways. If Thyrence is with the PCs, he
you realize that they are dead bodies. does whatever he can to stop PCs from taking these
actions, which angers the Spirit Wood itself.
The three bodies are Ferrel, Chenni, and Ennic. Their
corpses are a week old and, thus, are no pleasant sight
to see. Allow the PCs to make Spot checks (DC 15). If You hear a creaking sound, like wood bent almost
any succeed, they note that, although the corpses have to the breaking point. The creaking becomes a
been clawed as well as hacked with weapons, no moan as a tree near you suddenly moves as if it were
animal has fed upon them. If Thyrence is present, he an animated creature. Huge limbs reach toward you
suggests (if none of the characters do) that perhaps like clawed arms, and the bark of the trunk forms
something has been keeping animals away.
pqqqqrs
WHAT WERE THEY DOING HERE?
The missing adventurers found out about Ambrosh’s new coming from town were ambushed on their way and killed.
shipment of narcotics coming in. They knew that he and his Their ghosts were captured and taken in phasestones. Seahan
ally, Destridien, would be there to meet it at the Lost Spring. was kidnapped (still alive) later. Thyrence knew about the
However, it was all a lie—the setup for a trap. The three adventurers’ plans but did not participate.
pqqqqrs

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knows that the concealed entrance is in his office. He


the accusing faces of at least half a dozen elf men does not know what those people are up to, nor does
and women with hatred and anger in their eyes. he care. Destridien pays him well, keeping the the-
ater afloat.
This is a formidable challenge, so do not impose this There are also four stagehands, a propmaster, a
encounter upon the characters lightly—they may seamstress, and a group of a dozen actors, singers, and
very well not survive it. dancers who work here. All are 1st-level commoners,
Creatures: Possessed of multiple eternal elven except the propmaster, who is a 2nd-level expert.
spirits, the spirit tree acts just like a treant. They are of various races and genders.
During the day, the stagehands are cleaning
CHAPTER 6:
ADVENTURES

Treant: hp 66; see Monster Manual. up and moving props around, and the prop-
master is most likely painting backdrops. Five
Development: If the PCs survive this to six actors are present, rehearsing. Sach is
encounter, either by fleeing or by success in always there, trying to control everything. The
combat, they should leave the forest immedi- workers at the theater are not welcoming to visi-
ately. If they do not, they should expect tors, unless Sach believes them to be financiers.
another such encounter within 20–30 min- At night, there’s likely a show going on, with
utes. And another; and another. . . . all members of the staff present, and an audi-
Eventually, the Arboreal Guardians show up, ence of 5d20 people. It costs 2 cp to get in, and
and they are just as unforgiving and merciless as a vendor is near the door selling candied apples.
the trees themselves.
Upper Level Layout
Back to Town The Lion Theater is laid out as follows:
After gathering more information (and possibly an
NPC ally) in the woods, the PCs should probably 1. Entrance/Lobby
return to the city. Of course, it is quite possible that This is where people come in, and where
they could have followed leads that brought them the vendor is during the show. The stage-
here without ever having gone into the woods at all. hands take the admission.

THE THEATER OF BONE 2. Auditorium


Destridien operates his own secret organization This place is filled with benches and could
called the Theater of Bone from within the Lion seat 100 people and provide standing room
Theater in the Portal Ward. The Theater of Bone for another 100, but it is never that full.
seeks, ultimately, the downfall of Manifest. Destri-
dien particularly hates ghosts and plans to spread 3. Stage
wraithweed throughout the city, addicting and even- Five feet above the auditorium floor, the wooden stage
tually destroying the ghost population. is rigged with trapdoors that allow characters to rise
The organization has four living members and a up and sink down into the stage for special effects.
number of undead servitors. The undead servitors There is also a catwalk reached by ladders over the top
hide their presence by means of living masks. There are of the stage for lowering things down, as needed.
also a number of actors and stagehands working for
the Lion Theater who have no idea that the Theater of 4. Office/Dressing Room
Bone exists. This is Sach’s office, which doubles as a dressing room
at night. The door into the auditorium is usually
The Lion Theater locked (Open Lock DC 20). There is a secret door in
The PCs might come here fairly early on, if they pick the back of the room (Search DC 20 to find) that leads
up the clue of the mask in Ambrosh’s house. However, to the secret room. The door slides to one side, behind
they won’t really know what to look for, or even who a bookcase filled with manuscripts written by Sach.
Destridien is.
5. Storage
Staff Props and costumes are stored here. The door into the
The Lion Theater is run by Sach Rillian (male half-elf auditorium is usually locked (DC 20 to open).
Com3), a playwright/director/manager. This tall,
handsome man would like to think that he is devel- 6. Backstage
oping a following in Manifest, but the truth is, no Still more props are stored here, and in big produc-
one’s really heard of him yet. Sach knows that some tions, this is also used as a dressing room for some per-
people have a secret lair under the theater, and he formers.

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Ground Level
7 5
Theater of Bone
6 3 2 1

CHAPTER 6:
ADVENTURES
4

11
3 8
2
4 D
9
7 DMM
MMD
MM
D

1 P P
10
5 P P

6
0 5 10 20 40

Scale in feet
Basement Level

7. Storage 1. Entrance
Still more costumes and props, as well as general When the PCs first enter this area, read the following
storage. aloud.

8. Secret Room
This is the room that the PCs must find and get to. A chamber much unlike the one above lies at the
A staircase descends to a landing and another stair- bottom of the stairs. Here, the walls are covered in
case, and finally to the secret subterranean lair of black cloth, and where the stone shows, skulls,
the Theater of Bone. Two actors stand here, with bones and other death images have been carved
masks on and holding stage swords—except that into its surface. The room is cold, and a bone-white
they are not actors (they are skeletons with living rug lies in the middle of the floor. Next to the stairs,
masks) and the swords are not stage weapons (they you see a small silver gong on a stand with a black
are real). mallet on the floor next to it.
Creatures: The two skeletons are here to ward off
anyone who stumbles into this room by mistake. It is expected that visitors and residents will ring the
They motion intruders away with their fake-looking gong. If they do not and the zombies in area 2 hear any
swords. noise, the zombies come and attack the intruders.

Medium-size Skeletons (2): 6 hp each; see Monster 2. Zombie Guards (EL 5)


Manual. Each has a longsword it uses in lieu of claw Read the following aloud.
attacks.

Lower Level Layout


Black curtains cover most of the walls here, and a
Each of the doors is a sturdy wooden specimen (2 in. black rug covers most of the floor. Two doors lead to
thick; hardness 5; hp 20; AC 5; break DC 23). the west.
The ceilings are all 15 feet high. Unless mentioned
otherwise, the walls of the rooms and hallways are fes- Creatures: If they have not yet moved to area 1,
tooned in black drapery, with the occasional stone there are eight zombies here. If the gong in area 1
support covered in carved skulls and other macabre sounded, they do not attack unless one of the living
images. members of the Theater of Bone commands them to
do so.
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Medium-Size Zombies (8): hp 16 each; see Mon- There has been no battle; Eddimar is just a maniac. A
ster Manual. Search check of the room (DC 20) reveals 24 gp and 35
sp, as well as a gem worth 50 gp and a masterwork
Development: If these zombies hear sounds from shortspear, amid the clutter.
area 1, but are not quelled by the sound of the gong, Creatures: Eddimar is insane. He smashes what-
they come to attack the intruders. ever he can get his hands on and lives for destruction
and death. He wears a skull-mask and bears scars all
3. Ungart’s Chamber (EL 3) over his body. His hair is long and black—he is
Read the following aloud. hideously ugly, even for a half-orc.
CHAPTER 6:
ADVENTURES

Eddimar the Bloody: Male half-orc Bbn3; CR 3;


Spartan and tidy, this bedchamber has far less fur- Medium-size humanoid; HD 3d12+3; hp 28; Init +2;
niture than it could have for its size. Furnishings Spd 30 ft; AC 17 (+2 Dex, masterwork breastplate),
include a wooden bed, a chest, a small table, and a touch 12, flat-footed 15; Atk +9 melee (1d12+6/×3,
single chair. masterwork greataxe); SA rage; SQ uncanny dodge;
AL CE; SV Fort +4; Ref +3, Will +2; Str 18, Dex 14, Con
The chest is locked (Open Lock DC 25; Ungart has 13, Int 8, Wis 12, Cha 8.
the key), but it contains only personal gear and Skills and Feats: Climb +5, Intuit Direction +7, Jump
clothing. +5, Listen +7; Weapon Focus (greataxe), Dodge.
Creatures: Ungart is one of the living members of Possessions: Masterwork breastplate, masterwork
the Theater of the Dead. She wears armor decorated greataxe, climber’s kit, 2 potions of cure moderate wounds,
with skulls and symbols of death. Her head is shaved potion of delay poison, potion of lesser restoration.
and covered with abstract red tattoos. Rage: 1/day add +4 Str , +4 Con, +2 Will save, –2 AC,
all for 6 rounds.
Ungart: Female human Ftr3; CR 3; Medium-size
humanoid; HD 3d10+6; hp 27; Init +1; Spd 20 ft; AC Tactics: While he doesn’t have the power to com-
20 (+1 Dex, half-plate armor, large metal shield), touch mand the zombies in area 2, Eddimar won’t hesitate to
11, flat-footed 19; Atk +8 melee (1d8+3/19–20, mas- get their attention to fight against intruders, if pos-
terwork longsword); or +5 ranged (1d8+3/×3, master- sible. Eddimar is utterly fearless and foolhardy and
work mighty composite longbow [+3 Str bonus]); AL does not wait for allies to leap into battle.
LE; SV Fort +5, Ref+2, Will +2; Str 16, Dex 12, Con 15, Development: If the gong sounds in area 1, Eddi-
Int 10, Wis 12, Cha 8. mar goes to see what’s happening.
Skills and Feats: Ride +7, Climb +1, Jump +1; Cleave,
Power Attack, Toughness, Weapon Focus (longsword), 5. Mastioth’s Chamber and Lab
Weapon Specialization (longsword). Read the following aloud.
Possessions: Half-plate armor, large metal shield, mas-
terwork longsword, masterwork mighty composite
longbow (+3 Str bonus), 20 arrows, two potions of cure An acrid smell is the first thing that strikes you in
light wounds, potion of bull’s strength, two gold rings (50 this room. The long chamber appears to be an
gp each), key to her chest, 21 gp. alchemical lab. Large tables fill the room, with all
manner of liquid-filled vials, flasks, and beakers,
Tactics: While she can’t actually control the zom- jars of powders and herbs, small flame-pots, meas-
bies in area 2, Ungart can certainly get their attention uring spoons and various delicate tools, and still
to aid her in a fight. If Ungart is going up against mul- more strange objects covering their surfaces. Two
tiple opponents, she would prefer to have Eddimar corpses lie on smaller tables, their flesh cut open
around. and carefully pinned to reveal the contents within.
Development: If the gong sounds in area 1, Ungart In the southeast corner sits an unmade bed.
goes to see who it is. Anatomical charts hang on the walls, along with
grisly depictions of hideous operations performed
4. Eddimar’s Chamber (EL 3) on what appears to be both the living and the dead.
Read the following aloud.
Mastioth, another of the Theater of the Dead mem-
bers, uses this lab to study necromancy. Destridien
A chaotic jumble of tousled sheets, blankets, cloth- also uses this lab to animate the dead. If a character
ing, and trash hints that this is probably a bed- who has encountered wraithweed before makes a
chamber. The furniture is broken and smashed, as Search check (DC 20), she finds three more doses of
though there has been a terrible battle here. the freshly powdered narcotic here.

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Creatures: Mastioth is an orc with a real talent for


necromancy. When Destridien encountered him, he The floor in this long chamber is polished black
took the orc under his wing to train him to be a necro- marble. The pillars that run along its length in two
mancer. Mastioth cannot actually animate the dead rows are bone-white—in fact, they may actually be
yet, but he is an excellent study. made of fused bones. They reach up to the 20-foot-
high ceiling. The eastern end widens, and there is a
Mastioth: Male orc Nec4; CR 4; Medium-size wide platform on both the north and south walls.
humanoid; HD 4d4+8; hp 17; Init +0; Spd 30 ft.; AC 10 The platforms are about 10 feet off the floor, with
(touch 10, flat-footed 10); Atk +4 melee (1d6+2, white rugs covering the areas beneath them. A pair
quarterstaff ); AL LE; SV Fort +4, Ref +3, Will +4; Str of wooden doors, each marked with a skull of

CHAPTER 6:
ADVENTURES
15, Dex 10, Con 15, Int 13, Wis 11, Cha 8. bronze, lead to the east.
Skills and Feats: Alchemy +5, Concentration +6,
Knowledge (arcana) +6, Spellcraft +8; Brew Potion, Creatures on the platform get one-half cover from
Great Fortitude, Scribe Scroll. those below and attack with a +1 circumstance bonus
Possessions: Wand of ghoul touch (10 charges), potion because of their higher position.
of invisibility, scroll of shield, quarterstaff, 12 gp. Creatures: After the PCs enter this room, the
Wizard Spells Prepared (5/5/3; base DC 11 + spell guardians appear over the top of each platform. Four
level): 0—detect magic, disrupt undead*, mage hand, read skeletal bowmen are on each platform, with an
magic, resistance; 1st—burning hands, magic missile, ray of undead martyr that starts out on the north side but
enfeeblement*, shield, sleep; 2nd—scare*, summon monster can fly back and forth to support the undead on either
II, web. side.
Spellbook: 0—arcane mark, dancing lights, daze, detect
ghost, detect magic, detect poison, disrupt ectoplasm*, dis- Medium-Size Skeletons (8): hp 6 each; see Monster
rupt undead*, flare, light, mage hand, mending, Manual. Each has a longbow and 20 arrows that it uses
open/close, preserve ectoplasm, prestidigitation, ray of frost, in lieu of claw attacks.
read magic, resistance; 1st—burning hands, cause fear,
charm person, magic missile, ray of enfeeblement*, shield, Undead Martyr: hp 29; see Chapter 5: Monsters.
sleep; 2nd—ghoul touch, invisibility, scare*, summon
monster II, web. Development: When the combat starts, the skele-
*These spells belong to the school of Necromancy, tons all begin to moan a terrible, low-pitched sound.
which is Mastioth’s specialty. Prohibited school: Two rounds later, the giant skeletons from area 8
Illusion. come to aid them.

Tactics: If he knows that danger is on its way, Mas- 8. Giant Skeletons (EL 4)
tioth makes himself invisible with his potion, then he Read the following aloud.
casts shield. If intruders come into the lab, he attempts
to take the fight elsewhere.
Treasure: The materials here have the value of an More of a niche than a room in itself, this area is
alchemist’s lab (500 gp). filled with gigantic bones that must have once
belonged to giants. A few large weapons lie amid
6. Storage Chamber the bones, but they are rusted and pitted. A drum-
Read the following aloud. ming sound comes from the south.

Creatures: Destridien intends to animate more


This room has bare walls and a rough stone floor giant skeletons from these bones, but so far, he has
covered with boxes, crates, and barrels. A few rats assembled only two. They attack intruders coming
scatter as you approach, but you can still hear their from either direction or prisoners in area 9 who
rustling. manage to slip out of their bonds.

This is a simple storage room. The gear and foodstuffs Huge Skeletons (2): hp 26 each; see Monster
here are of little interest, although there is a supply of Manual.
120 arrows and three longbows.
Development: If the skeletons in area 7 begin to
7. Great Hall (EL 5) moan, these giant skeletons go through the doors and
Read the following aloud. attack whatever living intruders they find.

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CHAPTER 6:
ADVENTURES

9. The Theater (EL 4) (DC 15) or become mesmerized, and the effects last
Read the following aloud. for 1d4 rounds.
Creatures: Aside from the skeletons, the missing
adventures are held prisoner here, three now as
A drumming sound fills the air. Four skeletons ghosts, one still alive. It should be noted that, while
beat bones against flesh-covered drums in the each is presented with equipment listed and full capa-
center of the room. Other skeletons dance to the bilities, each prisoner actually has nothing (their pos-
beating of the drums, moving as though they were sessions are in the chest in area 10), all the spellcasters
marionettes on strings, but you can clearly see that are out of spells, and each has only 1d4 hit points.
they are not. As this macabre scene continues, you
feel a heavy weight upon your very soul. There is Medium-Size Skeletons (8): hp 6 each; see Monster
an evil power to this place that is invisible but still Manual. These skeletons do not attack.
quite palpable.
In the south part of the room, there is a recess Chenni the Younger: Female elf ghost Sor4; CR 5;
through a wide arch. Within this area, four people Medium-size outsider; HD 4d4; hp 13; Init +2; Spd 30
struggle against tight bonds. One is a dwarf, one an ft; AC 13 (+2 Dex, bracers of armor +1), touch 12, flat
elf, and the other two are human. footed 11; Atk +1 melee (1d8–1/×3, shortspear); or +6
ranged (1d8/19–20, masterwork light crossbow); SQ
This is the Theater of Bone, and it is a strange place. elf traits, no discernible anatomy, ghost weakness; AL
The area is under the effect of an unhallow spell. All NG; SV Fort +1, Ref +3, Will +5; Str 8, Dex 15, Con 10,
good-aligned, living beings here take a –1 circum- Int 11, Wis 12, Cha 16.
stance penalty on attack rolls, damage rolls, saving Skills and Feats: Alchemy +7, Concentration +8,
throws, and checks involving physical movement. Spellcraft +7, Spot +3; Brew Potion, Point Blank Shot,
This effect ends if the skeletons stop beating the Toughness.
drums. Possessions: Shortspear, masterwork light crossbow,
The skeletons’ dance functions similarly to a daze 10 masterwork bolts, bracers of armor +1, wand of magic
spell, with the following changes: It affects only missile (32 charges), potion of cure moderate wounds,
living creatures, who must make Will saving throws potion of endurance, scroll of invisibility, dagger.
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Sorcerer Spells Known (6/7/4; base DC 13 + spell Swim +8, Wilderness Lore +6; Point Blank Shot, Track,
level): 0—daze, detect magic, flare, light, ray of frost, read Weapon Focus (battleaxe), Weapon Focus (composite
magic; 1st—color spray, magic missile, shield; 2nd—whis- longbow).
pering wind. Possessions: masterwork chainmail, +1 large wooden
shield, +1 battleaxe, masterwork mighty composite
Ferrel Hass: Male dwarf ghost Ftr3; CR 4; Medium- longbow (+3 Str bonus), 20 arrows.
size outsider; HD 3d10+9; hp 30; Init +5 (+1 Dex, +4 Ranger Spells Prepared (1; base DC 12): 1st—delay
Improved Initiative); Spd 20 ft.; AC 21 (+1 Dex, full poison.
plate armor, large metal shield), touch 11, flat-footed
20; Atk +7 melee (1d10+2/19–20, masterwork bastard Development: This may very well be where Destri-

CHAPTER 6:
ADVENTURES
sword); or +5 ranged (1d8+2/×3, masterwork mighty dien chooses to confront the PCs.
composite longbow [+2 Str bonus]); SQ dwarf traits,
no discernible anatomy, ghost weakness; AL LG; SV 10. Destridien’s Chamber (EL 7 if Destridien is
Fort +6; Ref +2, Will +2; Str 15, Dex 12, Con 16, Int 10, here, 4 otherwise)
Wis 12, Cha 8. The door here is locked (Open Lock DC 25). Only
Skills and Feats: Climb +0, Ride +6, Jump +0; Exotic Destridien has the key. The door is also trapped.
Weapon Proficiency (bastard sword), Weapon Focus Saying “Xaphan is my home” before opening the door
(bastard sword), Toughness, Improved Initiative, allows safe entry.
Power Attack.
Possessions: Full plate armor, large metal shield, Glyph of Warding: CR 2; 5-ft. cold spray (2d8); Reflex
masterwork bastard sword, dagger, masterwork DC 15 half; Search DC 28; Disable Device DC 28.
mighty composite longbow (+2 Str bonus), 20 arrows,
potion of cure moderate wounds, potion of endurance.
This room contains a large canopy bed covered
Ennic Kardathalost: Male human ghost Clr4; CR with black sheets. A book lies on the bed. A large
5; Medium-size outsider; HD 4d8+8; hp 29; Init –1; chest is in one corner, a bloated statue of a goat-
Spd 20 ft; AC 19 (–1 Dex, full plate armor, large metal headed fiend sitting atop it. A table covered in wine
shield), touch 9, flat-footed 19; Atk +5 melee (1d8+1, bottles, goblets, and a few dishes and some silver-
masterwork heavy mace); or +2 ranged (1d8/19–20, ware is in another corner. Finally, a wardrobe stands
light crossbow); AL LG; SV Fort +6, Ref +2, Will +7; Str near the bed with a lit lantern hanging from a hook
13, Dex 8, Con 14, Int 10, Wis 16, Cha 12. on one side of it and a draped black cloak hanging
Skills and Feats: Spellcraft +7, Concentration +9, on the other side. Two bronze, theater-style masks
Heal +9; Brew Potion, Lightning Reflexes, Scribe hang from a hook on the east wall.
Scroll.
Possessions: Full plate armor, large metal shield, mas- This is Destridien’s chamber. It is unlikely that the
terwork heavy mace, light crossbow, 10 bolts, potion of PCs actually encounter him here. It is far more likely
blur, potion of invisibility, potion of fly, 5 scrolls of cure that, upon being made aware of the intruders, he has
light wounds, silver holy symbol. moved to someplace more defensible. If nowhere else,
Cleric Spells Prepared (5/6/4; base DC 13 + spell level): he would make his stand in the theater itself (area 9).
0—cure minor wounds, detect magic (2), light (2); 1st— The book on the bed is an unholy book of devotions
bless (2), protection from evil*, summon monster I (2); and prayers to Orcus.
2nd—aid* (2), enthrall, spiritual weapon. Creatures: Destridien is a cleric of Orcus and a foul
*Domain spell. Deity: Aluvan. Domains: Good (cast necromancer.
good spells at +1 caster level), Protection (give some-
one a +4 resistance bonus on one save 1/day). Destridien: Male human Clr6; CR 6; Medium-size
humanoid; HD 6d8+12; hp 42; Init +0; Spd 20 ft; AC
Seahan Vestinet: Male human Rgr5; CR 5; 21 (+1 full plate armor, large metal shield), touch 10,
Medium-size humanoid; HD 5d10+10; hp 40; Init +3;
Spd 30 ft.; AC 22 (+3 Dex, masterwork chainmail, +1 pqs
large wooden shield), touch 12, flat-footed 20; Atk +10
melee (1d8+4/×3, +1 battleaxe); or +9 ranged PLACEMENT OF THE NPCS
Remember that, as intelligent individuals, the living members
(1d8+3/×3, masterwork mighty composite longbow
of the Theater of Bone act and react intelligently. They do not
[+3 Str bonus]); SQ favored enemies (goblinoids +2,
wait in their rooms if they know that something is going on.
undead +1); AL CG; SV Fort +7, Ref +4, Will +4; Str 17, They may attempt to confront the PCs in the Lion Theater if it
Dex 16, Con 14, Int 13, Wis 12, Cha 11. seems beneficial to them. They can even take undead with
Skills and Feats: Animal Empathy +3, Handle Animal them, having them wear living masks.
+5, Hide +7, Intuit Direction +3, Knowledge (nature)
pqs
+5, Listen +5, Move Silently +7, Ride +8, Search +4,
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flat-footed 21; Atk +6 melee (1d8+1, masterwork This shrine is unholy, as the result of an unhallow
morningstar); or +3 ranged (1d8/19–20, light cross- spell. The site has a permanent protection from good
bow); AL LE; SV Fort +7, Ref +3, Will +9; Str 13, Dex effect, and the unholy aura confers a –4 profane
11, Con 14, Int 11, Wis 18, Cha 12. penalty on attempts to turn undead (or a +4 profane
Skills and Feats: Spellcraft +8, Concentration +10, bonus on attempts to rebuke undead). The unhallow
Heal +11; Brew Potion, Lightning Reflexes, Scribe spell also continually grants all evil beings the bene-
Scroll, Combat Casting. fits of aid while they are in this room.
Possessions: +1 full plate armor, large metal shield, Treasure: Hidden in a secret compartment in the
masterwork morning star, light crossbow, 10 bolts, altar (Search DC 20 to find), Destridien has hidden a
horn of fog, pearl of power (2nd-level spell), potion of stick of incense of meditation.
CHAPTER 6:
ADVENTURES

blur, potion of levitate, potion of bull’s strength, scroll of


cure moderate wounds and cure serious wounds, silver CONCLUDING THE ADVENTURE
unholy symbol, 98 gp, key to his room, key to the The return of the missing adventurers results in a
chest in his room. great many good things. If the PCs know where
Cleric Spells Prepared (5/5/4; base DC 14 + spell level): Ferrel, Chenni, and Ennic’s bodies are, the three
0—cure minor wounds (3), resistance (2); 1st—bless, cure adventurers attempt to get themselves raised—or
light wounds, doom, protection from good*, summon mon- perhaps they stay in ghost form for a while. The PCs
ster I; 2nd—death knell*, endurance, hold person (2), get the reward from Piotran and his—and a number
silence; 3rd—animate dead*, cure serious wounds, dispel of other Blueleaf patrons’—gratitude. Most of all,
magic, magic circle against good. they earn the abiding respect and thanks of all four
*Domain spell. Deity: Orcus. Domains: Evil (cast adventurers. The DM should consider using them as
evil spells at +1 caster level), Death (death touch 6d6 long-term allies and contacts in the city.
damage 1/day).

Tactics: In a fight, Destridien uses his horn of fog KINSHIP OF VERMIN


to unleash a thick mist and then attacks with silence An encounter site for 5th-level characters.
near a spellcaster and hold person on a fighter.
Unless caught completely unaware, he already has SYNOPSIS
protection from good, endurance, and bull’s strength This is a small lair used by an ettercap cleric of
(from his potion) cast upon himself. He may, in Khostren and his monstrous spider allies. They have
times of great need, retreat to the shrine to Orcus become a very effective team of hunters in the area,
(area 11). combining magic, poison, and webs to capture prey.
Treasure: The masks on the wall are living masks
that Destridien uses if he needs to get some of the THE LAIR
undead up into the city. This location is a series of caves carved out of the
The statue on top of the chest depicts Orcus. It is packed earth that makes up one of the outer walls of
worth 100 gp to someone willing to buy such an awful the Undercity.
thing. The wine on the table is worth 25 gp a bottle,
and there are 10 bottles. The dishes and cutlery are 1A. Pit
worthless. Read the following aloud.
The chest is locked (Open Lock DC 25) and trapped
with another glyph of warding, identical to the one on
the door (see above). Destridien keeps all the prison- This pit is almost 10 feet across and about 20 feet
ers’ equipment within the chest until he can get it all deep. A 10-foot-wide bridge of thick webbing spans
identified to use for himself. the center of the pit from this side to the far side.

11. Shrine to Orcus Tursik the ettercap has covered the pit with a sheet of
The door to this room bears a symbol of a skull sticky webbing so it appears to work like some sort of
mounted atop a black metal rod. bridge. However, he and the spiders climb the walls

This chamber is cold and smells of incense. The


stone floor is smooth, white, and bare. A black altar
sits upon a dais in the center of the room with an
unlit brazier on either side of it. Each corner has
skulls piled up into it, like a carefully made pyra-
mid. The walls are covered with black drapes.

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and avoid the pit and webbing entirely, leaving it as a


trap for intruders.
Trap: Any creature that moves onto the web
Kinship of Vermin
automatically becomes entangled in it. An entan- 3
gled creature can escape with an Escape Artist
check (DC 20) or burst the web with a Strength
Pit
4
check (DC 26). The web has 6 hit points and takes 2
double damage from fire. An entangled creature
gets a +5 bonus on an attempt to escape or burst the 1b
webbing if she can grab onto something (such as

CHAPTER 6:
ADVENTURES
the unwebbed wall or a pole held by a strong ally)
while trying to pull free. Pit
The web can support 100 pounds of weight. Any 5
more weight than that causes key strands to break and 1a
plunges the web and all it carries to the bottom of the Pit
pit, where those within the web remain entangled.
Falling creatures take 2d6 points of damage and may
not make Jump or Tumble checks to reduce this 6
damage.
Burning this web or any other significant web in
7
the lair creates enough noise that the spiders in other
parts of the lair can make a Listen check (DC 15 + 1
per 10 feet of distance) to hear it. Ruins 0 5 10 20 40
Web Bridge Trap: CR 2; entangle (automatic); Scale in feet
Escape Artist check (DC 20) or Strength check (DC
26) breaks free; hp 6.
2. Husks
1B. Main Room Read the following aloud.
Read the following aloud.
Similar to the large room adjoining it, webs adorn
Three large sheets of webbing hang from the ceil- the walls and hang from the ceiling here. Under
ing here, with several large patches of webbing on thicker sections of web are at least a dozen
the walls, as well. The webs make it difficult to see humanoid bodies, either piled in the corner or
more than about 20 feet. attached to the wall.

The hanging webs are thin and not sticky and give any Each of the bodies has been dead anywhere from a
creature more than 20 feet away one-quarter conceal- few days to a few weeks. The bodies have been
ment (10% miss chance). They interfere with lights stripped of all valuables and moved here by Tursik so
enough to treat any area 20 feet or more distant from the rest of the lair isn’t cluttered. The bodies are vari-
a light source as being in shadow (which gives Tursik ously human, elf, half-elf, dwarf, gnome, orc, and
a bonus on Hide and Spot checks when he is in those lizardfolk.
areas).
Each hanging web has 1 hit point. Fire burns a web 3. Eggs
away in 1 round, dealing 1 point of fire damage to The pit that blocks access to this room is a simple 10-
anyone standing within it. It takes 3 rounds of burn- foot-deep pit, lacking a web bridge like the one in area
ing to remove all the webs from this room. The webs 1A. The spiders and the ettercap can easily crawl along
can be torn down, taking a total of 6 rounds of work. the walls and avoid the pit.
Fire or noise in this room attracts the attention of all
the inhabitants of the lair, who come out to attack the
intruders. Because the Large spiders are too wide to fit This room is nearly bare, except for two ovoid
through the 5-foot-wide hallways to areas 2 and 4, cocoons made of silken threads fixed in two cor-
they have to crawl sideways on the walls (they take up ners of the room by more spider web. One ovoid
a 5 foot-wide by 10-foot-long space on the floor in has a large hole in it and is filled with hollow spher-
these circumstances). Tursik holds back the Huge ical husks, each with a small hole in it.
spider in area 5 long enough to cast shield of faith on it.

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This is an egg chamber. One batch of eggs has hatched Huge Monstrous Hunting Spider: hp 56; see
already, and the young spiders have scattered them- Monster Manual. Tursik’s shield of faith spell increases
selves about the Undercity. The other batch is due to its AC to 18 (touch 13, flat-footed 15).
hatch in about a week, releasing ten Tiny monstrous
spiders that will do the same, although they’ll swarm 6. Tursik’s Lair (EL 7)
any enemy in their egg chamber when they hatch. The pit leading into this room is 20 feet deep and com-
The immature spiders can be slain automatically and pletely covered with sticky webbing (although the pit
can’t fight, even if forced out of their eggs early. itself is still visible), as are the walls. Creatures (other
than Tursik or the spiders) walking on the web or
4. Spider Lair (EL 3) climbing the walls become entangled as described in
CHAPTER 6:
ADVENTURES

Read the following aloud. area 1A. These webs can support up to 150 pounds,
which means that Tursik can walk across them safely,
but greater weights cause them to break free, drop-
This room is bare except for the dead body of a male ping into the pit as described in area 1A.
elf, which appears to be desiccated. Small patches At the bottom of this pit is the miscellaneous gear
of web cover parts of the walls. Another chamber is from the other victims of the spiders. Tursik takes
visible beyond a slight narrowing of the room. what he considers valuable and dumps the rest
(including weapons, heavy armor, rope, and so on).
This room and the one beyond it are the lair of some
of Tursik’s monster pets, and they are encountered
here if they haven’t already moved to area 1B. This room has several sheets of web stretching from
Creatures: The two spiders attack anything that floor to ceiling, obscuring what’s behind them.
enters their private lair (except Tursik). They aren’t
hiding if discovered here. Noise in this area attracts Like those in area 1B, these webs provide con-
the other residents of the lair. cealment to creatures behind them and cause
the effect of shadows if between a creature
Large Monstrous Hunting Spiders and a light source (which gives Tursik his
(2): hp 24, 21; see Monster Manual. bonus on Hide and Spot checks).

5. Spider Lair (EL 4) Web Bridge Trap: CR 2; entangle


The pit blocking the hallway to this (automatic); Escape Artist check (DC
room is 10 feet deep and has some 20) or Strength check (DC 26) breaks
web fragments along its edges, but free; hp 6.
no actual web bridge.
Creatures: Tursik has a small
10-foot-high shelf made of web-
This large chamber is the bing in the southeastern part of
lair of another spider, appar- this room. If caught unaware in his
ently a very large one. Webs lair, Tursik casts invisibility on him-
cover the western portion self to buy some time and
of this room, and wedged in retreats to a more remote por-
the middle of that mass is tion of his room to cast divine
the fragmented skeleton of favor, shield of faith, and healing
an immature minotaur. spells on himself.
If not caught unaware,
This room is the lair of Tursik normally casts invisibility
Tursik’s favorite and biggest on himself before a fight, then
pet. divine favor, then black lungs, then
Creature: If it hasn’t bites an enemy to deal damage,
already moved to area 1B, poison damage, and the
the spider attacks any intrud- penalties from the spell all
ers who come here. Noise here at the same time.
attracts Tursik’s attention and If the fight turns against
that of the spiders in area 4. him, he casts obscuring mist,
Tursik normally casts invisibil- retreats through the fog (he
ity on himself and then tries to cast knows the location of the
shield of faith on the Huge spider. If webs and can move around them
things go badly for Tursik here, he retreats to area 6. easily), and heads for the secret exit at
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area 7. Once out of sight of his enemies, he casts torn apart as a free action, and a moving creature can
change self to look like a human rogue and tries to pass through it without a reduction in speed or any
escape the area entirely, returning later to pick up other penalties. The dirt and webbing conceals the
the pieces. tunnel from the outside as well. If he flees this way,
the ettercap breaks through the web and climbs
Tursik: Male ettercap Clr3; CR 7; Medium-size down to ground level and tries to escape into the
aberration; HD 5d8+5 plus 3d8+3; hp 44; Init +4; Spd Undercity.
30 ft., climb 30 ft.; AC 20 (+4 Dex, +1 natural, +1 stud-
ded leather, +1 ring of protection), touch 15, flat-footed 16;
Atk +5 melee (1d8 plus poison, bite) and +3 melee THE DEVIL’S CELLAR

CHAPTER 6:
ADVENTURES
(1d3, 2 claws); or +5 melee (by spell, touch); SA poison A Ghostwalk adventure for 6th-level characters.
(Fort DC 13, 1d6 Dex/2d6 Dex), rebuke undead 2/day,
web; SQ darkvision 60 ft., low-light vision; AL NE; SV SYNOPSIS
Fort +5, Ref +6, Will +9; Str 10, Dex 18, Con 13, Int 6, In a deep shaft called the Devil’s Cellar by those who
Wis 15, Cha 8. explore the Undercity beneath Manifest, the yuan-ti
Skills and Feats: Climb +7, Concentration +4, Craft have built a magical gate to the demiplane called Coil.
(weaving) +2, Hide +3*, Listen +10, Spot +10*; Combat The PCs learn that yuan-ti have been seen in the area
Casting, Multiattack. and investigate. They learn that not only are the yuan-
Skills: *Ettercaps in shadow receive a +4 racial bonus ti now much closer to invasion, but they plan an assas-
on Hide and Spot checks. sination in Manifest as well. Using information
Cleric Spells Prepared (4/4/3; gained in the Devil’s Cellar, the PCs stop the plot in
base DC 12 + spell level): 0— the city and most likely put an end to the gate.
create water, detect magic, mend-
ing, purify food and drink; BACKGROUND
1st—change self*, divine favor, The yuan-ti hate Manifest and
obscuring mist, shield of faith; want nothing more than to
2nd—black lungs, cure moderate crush it anyway they can. That
wounds, invisibility*. much is certain. About a year
*Domain spell. Deity: Khostren. ago, a pureblood yuan-ti
Domains: Destruction (smite 1/day, named Essinthras began to put a
+4 attack bonus, +3 damage), Trickery plan into motion that would
(Bluff, Disguise, and Hide are class allow him to kill Jaesicha Milli-
skills). cen, an influential member of
Possessions: +1 studded leather, +1 Manifest’s council of warders.
ring of protection, wand of cure light When looking for a base of oper-
wounds (15 charges), holy symbol, ations, he came upon Dreig Ithin,
150 gp, 100 sp, 1 copper statue of a half-orc assassin. Originally intending to
Khostren (40 gp), two 50-gp gems. simply pay the assassin for his assistance, Essinthras
learned about an old shaft under the city from the
Treasure: At the bottom of the pit is the discarded half-orc. This place, the Devil’s Cellar, proved to be
equipment from previous victims: 3 suits of chainmail perfect for Essinthras’s needs, and the yuan-ti got
(Medium-size), a breastplate (Small), 2 suits of stud- ready to put his plan into motion. In exploring the
ded leather (Small), a +1 small steel shield, a light flail, 3 deep reaches of the shaft, he discovered a magical
longswords, a masterwork short sword, a steel holy pool that would allow for the relatively easy creation
symbol of Uhanam, a rotten spellbook (unsalvage- of a magical gate to another plane—such as the
able), 31 crossbow bolts, two 50-foot lengths of frayed yuan-ti demiplane of Coil. He realized that some
and bug-eaten rope, and many broken items (includ- assistance from other yuan-ti would be very benefi-
ing crossbows, lanterns, mirrors, and bottles). cial to his plan, and he created the gate. But now
things have moved beyond simple assassination.
7. Secret Exit Without even realizing he was doing it, Essinthras
Read the following aloud. has given the yuan-ti a secret way into the city. When
the moment is right, they can stream through the
gate and invade the city from below.
This hallway narrows to a little over 3 feet wide
before coming to an abrupt end. ADVENTURE HOOKS
All of these adventure hooks have nothing to do with
A Search check (DC 5) reveals that the end of this the assassination plot. That’s because the plot is
tunnel is just thin webbing covered in dirt. It can be intended to be a twist in the adventure, which may
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seem at first to be nothing more than a simple under-


ground exploration. feet wide, which plummets down into darkness
1. There is a 100-gp bounty on yuan-ti paid by the below. A platform made of wood is suspended by
Yisa-khardomas or 1,000 gp if one can be captured and ropes to a pulley system anchored into the rocky
brought back alive for questioning. The PCs, seeking ceiling 20 feet above. It’s tied off on a metal spike
bounties, have heard that yuan-ti have been spotted in near the edge of the hole now, but once loosened, it
the area under Phantom Hill and eventually find the could probably support the weight of five or six
Devil’s Cellar. people and could raise and lower like a scaffold.
2. Derroal Yan, a young man, accidentally killed his Another pulley is hammered into the ceiling, with
father (he believed that a man had broken into his a rope dangling from it down into the pit.
CHAPTER 6:
ADVENTURES

house and was attacking his mother, and didn’t realize


his father had returned from a trip early). The PCs are The platform is indeed sturdy and holds up to 1,000
contacted by Thedrin Yan, the ghost of Derroal’s pounds before the strain breaks the rope, the pulley,
father, who is hoping someone can find the young or the platform. It is 8 feet square and has a wooden
man, who now travels down into the Devil’s Cellar, railing around the side for safety. The platform can
seeking atonement or punishment. His father does easily be raised or lowered by someone either beside
not hold a grudge and wants his son to be safe. the shaft or on the platform itself. At any point, as a
3. Enourth Custon, a cleric of Aluvan, contacts the full-round action, the operator can tie off the rope to
PCs. She has been plagued with nightmares that she the platform so that it no longer moves down. Using
believes are sendings from her god. She has seen the the pulley, a character can lift or lower twice the
city overrun with yuan-ti, coming up from a deep pit amount he or she could normally drag. Four Medium-
below Phantom Hill. She asks the characters to size characters easily fit on the platform; eight can
investigate. crowd aboard, if necessary.
If the rope is released, the platform falls along with
GETTING TO THE SHAFT everything on it. Characters aboard the platform can
Basically, the trip to the Devil’s Cellar can be as simple attempt Reflex saves (DC 20) to grab the rope. If suc-
or as difficult as you want it to be. The area of the cessful, a character must succeed on a Strength check
buried city in which it lies is not completely aban- (DC 15, + 1 per 100 pounds of load) to stop the plat-
doned or unknown by those who have experience form. Failure, in addition to the normal damage from
with the areas beneath the city. A Gather Information falling, causes a severe rope burn that deals 1 point of
check (DC 20) is all that is needed to get directions subdual damage.
right to it. See Chapter 2: The City of Manifest for Characters taking violent or reckless actions on the
more information on adventuring in the Undercity. platform must succeed on a Balance check (DC 10) to
stay on. Those who fall can attempt to grab hold of the
THE DEVIL’S CELLAR edge by making Reflex saves (DC 20).
The following is a key that matches with the map of The platforms are located on the southern edge of
the Devil’s Cellar. There is no map for the top of the the shaft, so only those areas along that edge (areas 1,
shaft. 2, and 8) can be easily reached.
Of course, the PCs could just fly down, or levitate,
Top of the Shaft or climb. The shaft is 200 feet deep.
Amid a rubble-choked section of the buried city, well
off the Ghostwalk path, the top of the Devil’s Cellar Level One
can be found in a long cave that was once a city street. The first level is just a single shelf about 50 feet below
The Devil’s Cellar is 200 feet deep. It was originally the top of the shaft. It’s tucked into the wall of the
created as an exploratory shaft by adventurous explor- shaft and not visible from the top, even for someone
ers decades earlier. Its sides are relatively smooth but with darkvision.
unfinished. The yuan-ti have carved a narrow little
path (Spot DC 20 to notice) so that in viper form, they 1. Shelf (EL 3)
can slither in a spiral up or down the shaft. Read the following aloud when the characters arrive.

All around are the remnants of a long-dead, long- After you begin to descend, you see a shelf set into
buried city—the Manifest of an earlier age. The the side of the shaft. It appears to hold some equip-
buildings are destroyed and full of rubble, but the ment and rope.
street is at least partially clear, forming a 30-foot-
wide corridor that runs for at least 500 feet. Even- This ledge holds 100 feet of rope, 20 pitons, and two
tually, you come upon the top of a round shaft, 50 mallets. The yuan-ti keep this equipment here in

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The Devil's Cellar


Level Two
50 ft. 80 ft.

CHAPTER 6:
ADVENTURES
down down 7
1 T
2
Level One 4
6
3
5
Level Three 28
14
120 ft. 11
down
13
10 27
26
12
8 9

15 25
17 16
A
19
Brazier
200 ft.
Chest
down 24
Pit Trap 22
18
Snake Statue
Table 21 23
Stone Urns V
Bed/Cot 20 D
Door
0 10 20 40
Shackles Scale in feet

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case they need it to help maneuver up or down the


shaft. sits in the southeast corner. Candles in sconces on
Creatures: Six stirges have recently made their the wall are also unlit. A knife target hangs on the
roost in this little-used shelf, unbeknownst to the north wall with a throwing knife stuck into it.
yuan-ti. They only attack to defend the ledge from
intruders when someone comes to the ledge. If a The table serves as a crude alchemist’s lab for con-
stirge gets its fill of blood (4 Con points), it flies up cocting acids and poisons. Some clothes of all types
and out of the shaft. (for disguises) are shoved under the cot.
Dreig has hidden his keys in a small niche in the
Stirges (6): hp 5 each; see Monster Manual. northeast corner (Search DC 20 to find). This includes
CHAPTER 6:
ADVENTURES

a key to the doors in area 2 and area 3, as well as to his


Level Two iron box.
This level and the level below were once constructed Creatures: Dreig Ithin has made this his home for
by enterprising brigands who hoped to make this almost five years, away from the authorities and other
their long-term lair. They were attacked and wiped bothersome aspects of the surface. About ten months
out by minotaurs, who finished some of their work. ago, the half-orc made a deal with the pureblood
One of the minotaurs survives today but was subdued Essinthas. In exchange for showing the yuan-ti the
by the yuan-ti (see area 17). location of the Devil’s Cellar, Dreig was paid hand-
somely. Of course, he knows that they plan on dispos-
2. Trapped Cave (EL 3) ing of him eventually, but he intends to be long gone
There are two traps here. The first is a tripwire that by then.
activates a spear trap located at the mouth of the cave.
Dreig Ithin: Male half-orc Mnk4/Rog1/Asn1; CR
Spear Trap: CR 2; two +10 ranged (1d8/×3 each) 6; Medium-size humanoid; HD 4d8 + 1d6 + 1d6; hp
plus poison (1 Con/1d2 Con; Fort DC 13 negates); 27; Init +8 (+4 Dex, +4 Improved Initiative); Spd 30 ft.;
Reflex save (DC 25) avoids tripwire; Search DC 20; AC 14, touch 14, flat-footed 10; Atk +5 melee (1d8+2,
Disable Device DC 20. unarmed strike); or +6 melee (1d4+2/19–20, master-
work dagger); SA death attack, flurry of blows, poison
use, sneak attack +2d6, stunning attack 4/day; SQ eva-
A cave has been hacked out of the side of the shaft sion, fast movement, slow fall 20 ft., still mind, traps;
here, 80 feet below the top. It’s dark and empty AL LE; SV Fort +4, Ref +12, Will +3; Str 15, Dex 18,
except for rocks and rubble. An old unlit lantern Con 10, Int 10, Wis 9, Cha 10.
sits in the middle of the room. Skills and Feats: Balance +12, Disguise +8, Hide +12,
Jump +10, Move Silently +12; Deflect Arrows, Dodge,
The door to the south is locked (Open Lock DC 25). Improved Initiative, Improved Unarmed Strike.
Dreig Ithin (area 3) has the key. Assassin Spells Prepared (1): spider climb.
The second is a pit trap immediately in front of the Spellbook: 1st—change self, spider climb.
door to the south. The pit is 40 feet deep, the bottom Possessions: 2 masterwork daggers, potion of cure mod-
of which is actually area 9. Dreig uses his Disable erate wounds, potion of fly, 254 gp.
Device skill to jam the trap when he needs to get over
it (if he’s in a hurry to escape, he jumps over it or Tactics: Dreig has no desire to get into a fight. He
climbs down the pit (Climb DC 15). likes to say (to himself, since he has no friends), “I
don’t fight; I kill.” Thus, if he hears intruders dealing
Pit Trap: CR 2; 40 ft. deep (4d6); Reflex DC 15 with his traps in area 2, he goes to area 5 and hides.
avoids; Search DC 17; Disable Device DC 17. He studies one intruder through the crack in the
door between areas 3 and 5 so he can make a death
Development: Essinthas the pureblood yuan-ti attack, if need be. His best-case scenario would be for
may be here hiding as a viper (see area 7). intruders to go to areas 6 and 7 first, so he can sneak
up on them while they fight Essinthas (and flee back
3. Assassin’s Lair (EL 6) toward the shaft, if need be). The second-best sce-
The door to this room is locked (Open Lock DC 25). nario for him would be for intruders to come into his
The key is hidden inside the room. area, not notice him hiding, and leave, so he can
attack them with surprise at some point to recover
whatever they steal.
A well-used cot, a small iron box, and a table made Treasure: The iron box holds Dreig’s valuables. It is
by boards laid across two chairs furnish this room. locked (Open Lock DC 25). Inside, Dreig keeps 254
The makeshift table and the floor underneath it are gp, a flask of alchemist’s fire, 2 masterwork daggers,
covered with small pots and jars. An unlit brazier and a potion of lesser restoration.
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Further, an examination of his crude lab (Search DC 7. Essinthas (EL 5)


10) produces a flask of acid and a dose of greenblood Read the following aloud.
oil (see Table 3–16: Poisons in the DUNGEON MASTER’s
Guide).
This passage is blocked by old wooden crates,
4. Storeroom planks, old furniture, and rubble.
Read the following aloud.
Essinthas has piled up stuff here to block the entrance
to his lair. He slips through in viper form. It takes 12
This is a very old storeroom of some sort. Old, character-rounds to get through the blockage (so six

CHAPTER 6:
ADVENTURES
broken barrels and crates fill the room, although a characters can do it in 2 rounds, four characters in 3
few sacks of what appears to be food, a water barrel, rounds, and so forth). No checks are necessary.
and a small keg all seem to be fairly new.

This was an old storeroom, and Dreig still uses it as The room beyond the blockage is mostly empty,
such to store food, some tools, and 200 feet of extra but the far end has a pile of cushions and pillows
rope. that probably serve something as a bed. The area
also contains a long, low table, a few more cushions,
5. Old Barracks a brazier, and a hookah. The room smells of old
Dreig has carved a slit in the door (Spot DC 25 to smoke and incense.
notice) to spy through if he retreats to this room.
Creatures: Essinthas is the most human-looking of
all the yuan-ti in this area, and therefore is the one
This long chamber is full of old cots, a few tables who travels up into the city in disguise the most often.
and benches, and some old wooden trunks. The
place is thoroughly wrecked, with most of the fur- Essinthas: Male yuan-ti pureblood; hp 28; see Mon-
nishings broken and upended. Cobwebs and dust ster Manual. He has no weapons but carries a potion of
cover everything. heroism and a potion of cure moderate wounds.

There is nothing of value here. Tactics: Essinthas is very wary and easily agitated.
Development: Dreig (see area 3) might be here if If he has any reason to suspect trouble, he assumes the
he is avoiding intruders. shape of a Tiny viper and hides amid the rocks in area
2 (+4 bonus on Hide checks for being Tiny and +8 for
6. Ruined Workshop his chameleon power for a total Hide modifier of +19). If
Read the following aloud. he sees intruders, he slithers down the spiral path in
the shaft to Level Three.
If forced into combat, he attempts to polymorph
This large area is covered in dust and cobwebs. It anyone who looks like a wizard or a sorcerer into a
was obviously once a smithy of some sort—it holds snake, and then changes his form into a Large viper
a pair of forges, lots of iron tools, anvils, stone- after using his potion of heroism. While in viper form,
topped workbenches, a large cauldron atop a fire, he uses his produce acid ability to inflict extra damage.
old wooden buckets, and long wooden racks. Treasure: The table has a china tea service (worth
Everything appears in disarray now, although none 130 gp) on it. A bag that contains 210 gp, 345 sp, a
of it has been disturbed in a long time. potion of cure light wounds, and a book is hidden under
the cushions of the bed (Search DC 15).
A Search check (DC 25) reveals the thin, slithering The book is bound in thick leather (it’s actually
trails of Essinthas (in viper form) going through this human skin) and is locked (Open Lock DC 20). It is a
room to area 7 and back again. ledger of sorts and is written in yuan-ti. Anyone who
The brigands who built this place wanted to have can read it, taking a few minutes to peruse its pages,
their own weapon and armor smithy. If anyone learns the following facts.
makes any type of related Profession check (weapon- 1. The yuan-ti have planted a pureblood named
smith, armorsmith, blacksmith) check against DC Sachnos in the city, posing as a cobbler in Phantom
10, they can determine that the smithy was hardly Hill, to work as a spy. Sachnos pays various informants
ever used. discreetly for information about the Court of Warders,
Amid the ruins can be found a number of unfin- and Jaesicha Millicen in particular. The payments to
ished or broken weapons and armor pieces, as well as these informers (all ranging from 1 to 10 gp each) are
a serviceable longsword and a suit of chainmail armor. recorded in the book. (See In the City, below.)

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2. Essinthras, in human guise, commissioned Dras Manticores (2): hp 50, 65; see Monster Manual.
(see Locations within the Portal Ward in Chapter 2 of
this book) to make six packets of dust of disappearance. Development: Characters falling into the pit trap
(He plans on using these to make himself and Dreig in area 2 end up this room.
invisible to kill Jaesicha Millicen in her home and If sounds of fighting go on in this room for more
escape unseen, but that information is not in the book.) than 3 rounds, Stri’isn (see area 18) arrives on the fol-
3. Essinthras, in looking for a base of operations, lowing round to investigate.
came upon Dreig, who told him about the Devil’s
Cellar. Essinthras discovered a magical pool at the 10. Old Guardroom
bottom of the cellar. Read the following aloud.
CHAPTER 6:
ADVENTURES

Level Three
Like the level above, this level was constructed by A weapon rack lines the west wall, its iron supports
mostly human brigands and then taken over by a still holding about a half-dozen shortspears. A
small tribe of minotaurs for a time. small table rests in the center of the room. One of
its wooden legs is obviously broken; it leans at a
8. Guardian Statues funny angle, propped against an equally old bench.
Read the following aloud. A human skull and a few bones litter the floor near
the east wall.

The other wooden platform in the shaft is stopped This room was once used by the brigands before they
at this level. It is secured to a spike hammered into were driven off by the minotaurs. The six spears are in
the rock. good shape and fully usable.
Two huge stone statues of cobras, each 10 feet tall
as they rear up from their coils, guard the entrance 11. The Snake Pit (EL 5)
to this chamber, which is otherwise empty. The Read the following aloud.
statues are painted dark green, with piercing yellow
eyes. The south wall has a large red banner that has
a black writhing serpent rampant hung from a A hissing and rattling sound is quite evident in this
brass rod. Heavy, shiny bronze doors, carved with rough-hewn chamber. A dark pit looms ahead; its
serpentine patterns, lead to the east. bottom seems to writhe.

The statues, doors, and banner were all placed here by The pit is 20 feet deep.
the yuan-ti within the last few months. Creatures: There are eighteen Tiny vipers, two
Small vipers, and a Medium-size viper in the pit.
9. Hounds (EL 7) They attack anything that comes into the pit
Read the following aloud. (although only eight Tiny vipers can attack a single
character at once—and they must enter the charac-
ter’s square to do so). Since the Tiny vipers are prac-
An acrid odor fills your nostrils. tically insignificant (particularly positioned as they
This large chamber has six tall statues of serpents are), the EL for this encounter has been adjusted. It
with arms. On the west side, a pair of bronze doors is suggested that you give only half the normal XP
seal off the exit, their surfaces covered in serpen- award for the Tiny vipers.
tine images. To the east, a pair of passages lead into
darkness. A pair of strange, quadrupedal creatures Tiny Vipers (18): hp 1 each; see Monster Manual.
with batlike wings crouch in the middle of the
room. Human faces peer from within cobra- Small Vipers (2): hp 4 each; see Monster Manual.
hooded heads, and long tails end in long, thin
spines. Forked tongues dart out from their lips as if Medium-Size Viper: hp 9; see Monster Manual.
to warn you of the creatures’ hunger.
Traps: Pits covered with a gray blanket, dust and
The statues are of yuan-ti abominations and are stones lie at both the north and south entrances to
painted in dark green and black. this cave. Anyone falling into a trap takes no damage,
Creatures: The strange creatures that dwell here but slides down a chute and into a snake-filled pit.
are, for all intents, manticores. However, they are cov-
ered with dark green to brown scales rather than hair Pit Traps: CR 1; no attack roll (no damage); Reflex
and have cobralike hoods rather than manes. They are DC 15 avoids; Search DC 17; Disable Device n/a.
the “pets” of Stri’isn, in area 18.
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Development: If Nssai in area 12 hears noises penalty. There is a niche in the west wall of that rear
here, she investigates. area where Nssai curls up to sleep.
Creatures: Nssai is a halfblood yuan-ti with a snake
12. Nssai’s Cave (EL 5) tail rather than legs.
Read the following aloud.
Nssai: Female halfblood yuan-ti; 40 hp; see Monster
Manual (snake tail alters movement and attacks).
The walls of this cave are dark stone, blackened fur- Equipped as described, plus wears a ring of protection
ther by what appears to have once been a terrible +1, giving her AC 17.
fire. The fire was so hot, apparently, that all the sur-

CHAPTER 6:
ADVENTURES
faces of this cave are now smooth—almost Treasure: In the niche where she sleeps, Nssai
glasslike. keeps a small bag with a dagger, a broken gold bracelet
Near the back of the cave, a number of bones (worth 30 gp), 44 gp, a potion of invisibility, and a potion
hang from the ceiling, each suspended individually of healing.
at different heights by string or wire. They range Cleverly hidden within one of the larger bones
from small animal bones to large animal, probably (Search DC 25), Nssai keeps a small stash of 5 gems,
humanoid, bones. They are numerous enough to each worth 200 gp.
obscure the rest of the cave beyond them. Development: If Nssai hears a noise in area 11, she
investigates, probably after drinking her potion of invis-
This cave once stored a large amount of alchemist’s ibility, assuming that she ascertains that the level of
fire, but it all exploded in an accident. Nssai strung up the threat warrants it.
the strange bone art in the southernmost 20 feet of
the cave. Attack rolls within the area containing the 13. Side Cave
hanging bones are hampered by a –2 circumstance Read the following aloud.

This small cave appears to be an empty dead end.

Only a careful search of this cave (Search DC 20)


reveals the dirt-covered skeleton of a human.
Treasure: The long-dead brigand
wears masterwork banded mail and a
finely etched ring worth 100 gp.

14. Ledge
This ledge is just a few feet lower
than the ledge at area 8. However,
getting to it from the platforms is
impossible without climbing or
flying (or making a really impres-
sive 40-foot jump). Thus, none
of the inhabitants really ex-
pects anyone to come
through here. The yuan-ti, on
the other hand, use this as an escape
route by transforming into Tiny vipers
and crawling up or down the secret
narrow path (see Top of the Shaft, above).

15. Latrine
Read the following aloud.

This room smells terrible. Six holes


scattered about the floor indicate that it
is, or was, a latrine.

There is nothing of value here.


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16. Trapped Hallway (EL 5)


There are two traps here, but one affects only ghosts. head by chains. His brown hair is matted over his
Trap: At the spot marked A on the map stands a 6- pale, sallow face. He does not appear to be as phys-
foot-long iron pole on a tripod topped with a small ically abused as the other, but is nevertheless gaunt
sphere. This device, a ghost slayer, detects the presence and obviously dehydrated.
of ghosts within 70 feet (about the length of the cor-
ridor). As soon as one is detected, the device launches This is the prison and torture chamber of the yuan-ti,
a lightning bolt that almost fills the corridor, catching much as it was used by the inhabitants before them.
the ghost along with anyone else in the way. The The implements on the table are not much good for
device functions once per day; if removed from its combat, but they are quite effective as torture tools.
CHAPTER 6:
ADVENTURES

current spot, it loses all magical abilities. The key for the manacles holding the prisoners is on
the table.
Lightning Bolt Trap: CR 4; 10-ft.-wide, 80-ft-long bolt Creatures: The two prisoners in this room have
(6d6); Reflex DC 15 half; Search DC 28; Disable been tortured physically and emotionally. The mino-
Device DC 28. taur, Gruch, has been mostly physically abused, and
the grisly remains of his own flesh and blood lie on
Trap: The second trap is also magical. Anyone who the floor beneath him. He currently has –2 hp but is
crosses through the middle of the hall without touch- stabilized. Gruch was one of the dozen or so mino-
ing a small stone plate on the wall (Search DC 20 to taurs that once inhabited this place. They killed the
find) is struck blind as per the blindness spell. This trap brigands who built the shaft when they arrived. Over
was originally placed here by the brigands’ resident the last few years, the minotaurs’ numbers have dwin-
cleric, but the yuan-ti have mastered it now. dled, with some leaving and others dying. The last
four kept to this level and the one below most of the
Blindness Trap: CR 3; Fort DC 15 negates; Search DC time and did not trouble the assassin Dreig. When
28; Disable Device DC 28. the despicably cruel yuan-ti arrived a little less than a
year ago, they killed three of the minotaurs and sub-
17. Prison dued Gruch simply to torture and abuse him. Most
The door to this chamber is locked with an obviously likely, poor Gruch will not last much longer. If he is
new, heavy padlock (Open Lock DC 25). Stri’isn has freed and brought to consciousness, he is still too
the only key. weak to act.
He can, however, talk. In crude Common, he may
provide some or all of the following information.
The foul odor of this room seems to be sweat 1. He can tell his rescuers about the brigands that
mixed with blood. It is a large open space, with once built the shaft, but were defeated by his people,
chains dangling from the walls at various heights. who were then wiped out by the coming of the
The floor and walls are spattered with blood, some “snake-men.”
old and some fairly fresh. Knives, spikes, and hooks 2. He believes that Dreig, the assassin, works with
cover a long, narrow table in the middle of the the snake-men.
room. A few of them are bloodstained. 3. “First snake-men come from top of shaft down
Within the chains, suspended off the floor, and attack us. Later, snake-men came from bottom of
hangs a large, muscular humanoid with brown shaft.”
hair covering most of its body. Its head sports two 4. If asked what’s at the bottom, he says: “Many
large horns, and its face is bestial, with a protrud- snakes, more snake-men—one very big and terrible
ing snout and large brown eyes. The creature snake-man named Venomblack. And the magic pool.”
appears to be terribly wounded from long bouts of 5. About the magic pool, he says only this: “We
physical torture. Chains hold all of its limbs, but it drink from pool, make us strong and healthy. Snakes
does not struggle. drink from pool, get more snakes.”
On the southern side of the chamber, a human
male rests on the ground, his arms held over his The other prisoner is Derroal Yan, who is the subject
of one of the adventure hooks (see above). He came
here maddened with guilt, not knowing what he
pqs would find. The yuan-ti captured him easily and hope
that he will replace Gruch, who is surely going to die
STRI’ISN’S LOCATION
Stri’isn rarely spends any time in her chamber. When in doubt,
soon. Derroal has been here two weeks and has been
assume that she is in area 16, tormenting the prisoners either
given very little to eat or drink. Stri’isn was able to tor-
physically or psychologically. ture the truth out of him as to why he was here and
now torments him about his dead father mercilessly.
pqs
Stri’isn also told him that “eventually we’ll give you to
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Sachnos up in the city, and you’ll be one of us.” Derroal Skills and Feats: Concentration +13, Hide +9*,
doesn’t know what that means, but he believes it to be Knowledge (religion) +10, Listen +16, Spellcraft +10,
significant—and he’s right (see In the City, below). Spot +16; Alertness, Blind-Fight, Dodge, Expertise,
Improved Initiative.
Gruch: Male minotaur; hp –2; see Monster Manual. Skills: *Yuan-ti using chameleon power receive a +8
circumstance bonus on Hide checks.
Derroal Yan: Male human Com1; Medium-size Possessions: Masterwork full plate armor, master-
humanoid; HD 1d6+1; hp 8; Init +1; Spd 30 ft.; AC 11 work large steel shield, masterwork heavy mace,
(+1 Dex), touch 11, flat-footed 10; Atk +0 melee, +1 masterwork mighty composite longbow (+3 Str
ranged; AL N; SV Fort +1, Ref +1, Will –1; Str 11, Dex bonus), 12 masterwork arrows, wand of hold person (20

CHAPTER 6:
ADVENTURES
13, Con 12, Int 10, Wis 8, Cha 14. charges), keys to areas 17 and 18, 16 gp, 20 sp, holy
Skills and Feats: Climb +2, Jump +2, Profession (miller) symbol.
+4; Toughness, Skill Focus (Profession [miller]). Cleric Spells Prepared (3/3; base DC 14 + spell level):
0—detect magic, light, resistance; 1st—command, cure
18. Stri’isn’s Chamber (EL 6) light wounds, random action*.
The door to this chamber is locked (Open Lock *Domain spell. Deity: Orcus. Domains: Evil (cast
DC 25). Stri’isn has the only key. evil spells at +1 caster level), Chaos (cast chaotic
spells at +1 caster level).
This square chamber reeks of incense and smoke. Trap: There is a secret lid on the chest of drawers in
The air is filled with thin smoke, and it is quite the back (Search DC 24). This lid is trapped, covered
warm. Opposite the door, three long, wooden in contact poison. The poison is terinav root.
planks lie on the floor, painted black but stained
brown in places. The boards lie atop a red rug and Contact Poison: CR 1; poison (1d6 Dex/2d6 Dex);
before a red and black banner depicting a horrible Fort DC 16 negates; Search DC 15; Disable Device
devil’s face. DC 5.
A bed is pushed against the east wall, next to a
small chest of drawers. A table covered in small Treasure: The table is covered in 80 gp worth of
flasks and vials matches the bed on the opposite perfumes and cosmetics. The chest of drawers con-
wall. Lit braziers in every corner fill the room with tains clothing and miscellaneous personal belong-
heat and scented smoke. ings. Opening the secret lid mentioned above reveals
a stash of jewelry, including a silver and onyx neck-
The smoke from the braziers is a very mild narcotic. lace worth 350 gp, a large silver bracelet worth 100 gp,
Anyone entering the room must make a Fortitude onyx earrings worth 250 gp, and two silver and onyx
saving throw (DC 15) or take a –2 circumstance rings worth 200 gp each.
penalty on attack rolls, saves, and skill checks. The
black planks on the red rug serve as a crude altar, 19. The Bottom of the Shaft
where Stri’isn offers small blood sacrifices to her Read the following aloud.
evil god.
Creatures: Stri’isn is a female yuan-ti halfblood
with scales and a flexible torso. She is a sadistic, cruel The shaft bottom, at least 200 feet below the top, is
cleric of Orcus who delights in pain and suffering. surprisingly warm and humid. Black and green
She is second in command of all the yuan-ti in the patches of moss and slime coat almost every sur-
Devil’s Cellar, answering only to Venomblack, whom face. Bones lie scattered about the entire bottom of
she secretly despises. the shaft, most of them covered in the same dark
growth as the stone around them. Two tunnels, one
Stri’isn: Female yuan-ti halfblood Clr1; CR 6; to the northwest and a wider one to the south, exit
Medium-size monstrous humanoid (8 ft. long); HD away from the shaft. To the northwest, you can hear
7d8+14 plus 1d8+2; hp 55; Init +5 (+1 Dex, +4 running water.
Improved Initiative); Spd 20 ft.; AC 26 (+1 Dex, +1
natural, masterwork full plate armor, masterwork If a PC makes a Search check (DC 25) in this area, he
large steel shield), touch 11, flat-footed 25; Atk +11/+6 notices that there is some sort of mound completely
melee (1d8+3, masterwork heavy mace) or +10/+5 covered by the moss. Further investigation reveals
ranged (1d8+3, masterwork mighty composite long- that it is a strange, bulbous, egglike sac, warm to the
bow [+3 Str bonus] with masterwork arrows); SA touch. It takes 25 points of damage to destroy the sac,
psionics, spell-like abilities; SQ SR 16; AL CE; SV Fort if the PCs attempt to do so. Inside is a partially formed
+5, Ref +7, Will +11; Str 16, Dex 12, Con 14, Int 18, reptilian creature.
Wis 18, Cha 14.
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This beast is a magical creation of Venomblack (see


area 27), whose intent is to create a beast that is a The long, natural cave extends back even farther to
deadly, flying guardian of the shaft. If the sac is the northwest here, although it is fairly narrow and
destroyed, the creature dies prematurely. If it is not, very low—the ceiling is a mere 4 feet high. Deep
the creature is born at the end of the PCs’ foray into within this cramped area appear to be some stone
the Devil’s Cellar (see Just When You Thought It Was urns resting against the wall.
Safe, below).
The yuan-ti, being crafty and paranoid, took some of
20. Guardian Monsters (EL 6) the magical water from area 28, carefully stored it in
Read the following aloud. five large urns (each holds 4 gallons), and placed those
CHAPTER 6:
ADVENTURES

urns here. Now, if anything happens to the water in


area 28, they have a backup supply. Away from the
This passage, hacked through the very stone, gives pool, the water has no power, although it does radiate
way to an obviously natural cave. Stalactites hang a faint magical aura if detect magic is used. Poured back
from the ceiling, dripping down to stalagmites into the pool, the water becomes potent once again.
below. The floor is uneven and wet—all the rock
glistens with moisture, and dark green patches of 22. Hidden Cave (EL 2)
moss and fungus are everywhere. You can hear a This cave is not found unless a Search check (DC 15)
hissing noise that almost sounds like a spray of is made of the area around the passage leading into it.
water or a tiny gas fissure. The passage is obscured by a particularly dense patch
of moss that hangs down from the ceiling almost like
It’s not a gas fissure, it’s a really big snake. If the PCs vines.
stop and make Listen checks (DC 18), they notice that
the hiss sounds like that of a snake. If they do not
attempt this check, or if they fail it, they are surprised Through the hanging moss that stains anything it
by the attack of the creatures positioned here. touches with an oily black smear, you find a narrow
Creatures: The chokers are particularly muscular, passage 3 feet off the ground. The cave beyond is
healthy specimens and are trained servants of the filled with the subterranean growth and what
yuan-ti. The snake and the deinonychus are both also appears to be a large chest and a number of swords,
well trained by their yuan-ti masters. all lying in a circle, pointed at the chest.

Chokers (2): hp 21, 24; see Monster Manual. The yuan-ti never found this cave, a secret storehouse
for the bandits.
Snake, Large Viper: hp 14; see Monster Manual. Trap: The chest is not only locked (Open Lock DC
30), but trapped so that when it opens, a hail of tiny,
Deinonychus: hp 33; see Monster Manual. poisoned spikes flies out, hitting anyone in the cave.

Tactics: The viper is coiled around a large stalag- Poison Spike Trap: CR 2; +10 ranged (1d4) plus
mite where the map shows a V. The chokers hang on poison (1d4 Con/1d4 Con, Fort DC 15 negates);
to stalactites right above it (they use these for at least Search DC 22; Disable Device DC 20.
one-half cover as best they can). On the surprise
round, they reach down from their stalactite perches Treasure: Each of the six longswords on the ground
and make attacks against the same Small or Medium- is of masterwork quality.
size target. If they are both successful, they inflict Inside the chest is a small piece of parchment with
their tentacle damage and then throw (using their this message scrawled in Common: “Drumolos, my
haste ability) the victim back into the cave to the area son, the minotaurs have killed us all. I hide this blade,
marked D, where the deinonychus is waiting. The Throatseeker, for you to one day find and use as your
thrown character takes 1d6 points of damage and the own. Avenge me!” The only other object in the chest
dinosaur makes an attack against the character, who is a +1 keen longsword.
is flat-footed and prone. The snake hides, readying an
attack against anyone else who comes near (if some- 23. Serpent Nest (EL 5)
one is already near in the surprise round, it attacks Read the following aloud.
immediately).

21.Storage Cave This cave was dug out with tools, but the surfaces
Read the following aloud. are covered in slime and moss. Writhing in the
center of the chamber is a very large snake.

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Occasionally, the creatures in area 20 rest here. slimy growths and then takes on humanoid form to
Creatures: A giant constrictor snake lairs in this use her bow to fight from range. The viper simply
cave and attacks any intruders. moves in to attack.

Snake, Giant Constrictor: hp 60; see Monster 26 Slime (EL 7)


Manual. This cave does not appear different from any of the
others nearby. However, mixed in with the slimy moss
24. Ghost Prison that coats much of this entire level are three patches
Read the following aloud. of green slime: one on the ceiling, one on the west
wall, and one on the floor.

CHAPTER 6:
ADVENTURES
If living creatures pass beneath the green slime
A dim yellow light plays upon the irregular walls of above, it drops down on them. All characters in the
this hewn cave. The light comes from three glass cave must make a Reflex save (DC 15) to avoid direct
cylinders with brass caps on both top and bottom, contact.
sitting on a rock in the middle of the room. The After the ceiling patch drops, the patch on the wall
cylinders are each about 1 foot high, and a strange falls toward any characters within 10 feet of that wall
yellow mist swirls within them. (Reflex DC 15 to avoid). Finally, all characters within
the room must make a Reflex save (DC 15) to avoid
If a character makes a Spot check (DC 20), he notices the patch on the floor.
that the yellow mist seems to occasionally take the
form of a human face. A character who makes a Green Slime Trap: CR 4; no attack roll necessary
Knowledge (arcana) check (DC 20) can identify these (1d6 Con per round until scraped off or otherwise
cylinders as yuan-ti devices. If the check result is 25 or neutralized); Reflex DC 15 avoids; Search DC 16; Dis-
higher, the character can identify them as yuan-ti able Device n/a. See Dungeon Ecology in Chapter 4 of
ghost prisons. the DUNGEON MASTER’s Guide.
If the PCs use divination magic, they can learn that
each cylinder holds three ghosts, and if their names Characters proceeding north from here come to the
are learned and they are freed, these ghosts (all com- river described in area 27. However, because of the
moners) are very grateful, bestowing a reward upon green slime, Venomblack does not expect intruders to
the PCs of 50 gp per ghost (although it may come in come through this passage and wade through the
various forms—equipment, small gems, and the like) river. Characters who do this achieve surprise against
within 1d3 weeks after being freed. Venomblack.

25. Nesthasha and Friend (EL 6) 27. Venomblack (EL 7)


Read the following aloud. Read the following aloud.

This cave appears to be yet another serpent nest— The sound of running water grows very loud—
two very large snakes are entwined here amid the and it becomes obvious why. A massive natural
thick mossy tendrils, hissing menacingly. The cave, probably over 100 feet long, is cut in half by
north wall of the cave bears a large carving of a ser- a fast-moving underground stream pouring out of
pent with humanlike arms, painted black. Smaller a hole in the west and continuing off to the east.
carved snakes writhe all around it. It is rather The tunnel from the south was cut through into
crude, yet somehow disturbing. this natural cavern, which is filled with rock for-
mations such as stalactites and stalagmites and
Creatures: Nesthasha is a yuan-ti halfblood with almost completely covered in water, black moss,
scales instead of skin, in the form of a Large viper or both.
when the PCs first encounter her. She is with her
companion, a Huge viper. The river is fast-moving and dangerous but only about
3 feet deep. Characters entering the surprisingly
Nesthasha: Female yuan-ti halfblood; hp 38; see warm water must make Balance checks (DC 20) or
Monster Manual. Her scales increase her AC to 20. She slip into the water. Those who slip not only get
wears two gold rings with rubies (each worth 450 gp). soaked, they must make immediate Swim checks (DC
15) or be carried 30 feet to the east. Each of these char-
Snake, Huge Viper: hp 23; see Monster Manual. acters may attempt a Swim check on his next turn.
Success means that he is in control of his movement
Tactics: Nesthasha uses her entangle power to trap and can either swim or climb out of the water (char-
as many foes as she can with the thick moss and acters still in the water on their next turn must make
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a new Swim check—failure means that they are car-


ried 30 feet again). Characters carried off the map
plummet down a 30-foot waterfall (3d6 damage) and
into a cave with no air—it is entirely submerged.
Thus, any character in this cave drowns unless he can
somehow get up the waterfall and out again. The
Climb check DC for this task is 25 due to the
slippery condi-
tions and the
falling water.
CHAPTER 6:
ADVENTURES

Creatures:
Venomblack is a yuan-
ti abomination. He is
the de facto leader of
all the yuan-ti in the
Devil’s Cellar, and that
position is held through
sheer might. He hates
Stri’isn, jealous of her
cleric powers, but he The pool is a
looks upon the rest source of natu-
of his kind here as ral magic, per-
young to be protected (or haps linked to the
punished if need be). Venom- presence of the Land of
black has drunk from the pool (see the Dead, perhaps not.
JJ
area 28), giving him an additional In any event, any char-
+1 on attack and damage rolls, and an additional +1 acter drinking from the pool gains a +2 enhance-
Fortitude save bonus. It also has granted him 9 extra ment bonus to Strength and Constitution that lasts
hit points (already figured into his hit point total). for 24 hours.
However, the yuan-ti have learned that if a charac-
Venomblack: Male yuan-ti abomination; 80 hp; see ter adds a drop of blood to the pool and then drinks,
Monster Manual. He has human arms, one of which he instead gains the ability to immediately open a
holds a +1 falchion and the other a +1 large wooden shield magical gate that leads to a location on another plane
(total AC 23, plus Dodge and Expertise). that is known to him (he must have visited that loca-
tion). The yuan-ti use this to open a gate to Coil, their
Tactics: Venomblack spends most of his time in the own twisted demiplane. The gate lasts for 10 minutes
water. If he hears foes coming (Listen modifier +15), or until a creature passes through it.
he hides in the water, using his chameleon power (total No matter which function is chosen, a character
Hide modifier +17), waiting for someone to come cannot gain any benefit from drinking from the pool
close enough to attack with surprise. If that foe is twice in one day. Further, water taken from the pool
struggling in the water, all the better. He makes two loses its potency immediately, although if water
attacks with his falchion and bites (with poison) when removed is placed back in the pool, it regains its
he has the opportunity to make a full attack action. He powers.
doesn’t bother with his psionic abilities, but he does The PCs may wish to destroy the pool. This can be
try to draw foes into the water. Since he is a natural done easily by fouling the water with dirt, refuse, or
swimmer, he automatically succeeds at most Swim most anything else. However, the yuan-ti have a
checks. secret stash of fresh magical water hidden in area 21.
If that is not destroyed, they can refresh and recreate
28. The Pool the pool.
Read the following aloud. While pure and clean, the water refreshes itself
every day, maintaining its normal level. If the pool is
fouled or emptied, there is no renewal process.
Beyond the fast-moving underground stream, a
single pool of water sparkles on its own. Cut off Just When You Thought It Was Safe (EL 6)
from the water source, this pool should probably be As the PCs leave the Devil’s Cellar for the final time,
stagnant, but it appears as crystal clear and clean as one last encounter may occur. If it was not destroyed,
a mountain spring. The pool is 5 feet across and the hidden egg sac at the bottom of the shaft (area 19)
about 2 feet deep. bursts, letting free the newborn creature inside.
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Creature: The creature is basically a wyvern with Skills and Feats: Climb +2, Intimidate +4, Jump +2,
no sting attack. Instead, its venom is in its bite. Listen +4, Spot +4; Alertness, Exotic Weapon Profi-
ciency (bastard sword), Weapon Focus (bastard
Wyvern (Modified): hp 55; see Monster Manual. No sword).
sting attack; poison is in its bite instead. Possessions: Breastplate, large wooden shield, master-
work bastard sword, shortspear, potion of cure light
Tactics: The creature bursts forth as the PCs are wounds.
leaving, screaming “Venomblack!” with a shrill cry. It
attacks anything it sees except its “father,” Venom- Sachnos’s Shop (EL 5)
black. If the PCs are on the platform, it attempts to use Located in a quiet neighborhood in Phantom Hill,

CHAPTER 6:
ADVENTURES
its snatch ability to grab Small characters from the Sachnos’s shop is a small one-story building. Inside,
platform and drop them down the shaft. the place is filled with shoes and tools on tables and
If the PCs are flying or climbing, the creature hanging on the walls. It smells of acrid chemicals,
attacks climbing characters first, hoping to knock which (if asked) Sachnos explains are for treating the
them from their place to the bottom of the shaft. It leather of the shoes and boots.
attacks flying creatures next. If any creatures are still The main room is 20 feet by 20 feet. One door leads
at the bottom of the shaft (such as if one flying char- to a small 10-foot-by-20-foot room that serves as Sach-
acter is ferrying others up), it leaves them for last. nos’s quarters. This room has more shoes and tools, a
bed, a small table with a lamp, two chairs, a desk, and
IN THE CITY a wardrobe. The wardrobe contains nothing but
At some point, quite possibly before they confront clothing and personal gear, but the desk has some
Venomblack or put an end to the threat of the pool, interesting materials beyond the ill-kept business
the PCs may wish to follow up on the information ledgers (Sachnos really doesn’t care if his business
about Sachnos and his operation in the city. It’s not at prospers or not).
all hard to track down his cobbler’s shop in Phantom In the back wall of Sachnos’s room, a secret door
Hill. However, the yuan-ti are not remaining static (Search DC 23) leads to a secret room (see below).
during this time. If the PCs kill Essinthas, there is a Creatures: Sachnos is a middle-aged man but fit
cumulative 10% chance per day that Sachnos learns and healthy looking. If confronted by questioning
their identities through his informants. If the PCs PCs, he does his best to lie convincingly (Bluff mod-
confront Essinthas but let him get away, the yuan-ti ifier +3). If threatened, he reacts by attempting to
goes to Sachnos’s shop and alerts him in person. polymorph one of the PCs into a snake and calling for
Either way, Sachnos sends four new tainted ones that the broodguards in the secret room. He has a master-
he has created to track down the PCs and attack them work scimitar and shield hidden in the shop within
when they do not expect it. reach at all times. If in real trouble, he drinks his
Of course, if they eliminate Sachnos before he can potion of invisibility and then attempts to slip away to
alert the enforcers, this is not a problem. use his potion of cure light wounds.

Tainted One Enforcers (EL 6) Sachnos: Male pureblood yuan-ti; hp 27; see Mon-
The tainted ones use information given to them by ster Manual. Has a potion of invisibility and a potion of
Sachnos to learn where the PCs live (assuming it’s cure light wounds.
possible to do that) or what places they frequent
and attack them at night. Although they do their Treasure: The main room of Sachnos’s shop has an
best to sneak up on their targets, stealth is not their iron box hidden amid the clutter (Search DC 18) that
strong suit. Still, there is a chance that they catch contains 54 gp, 293 sp, and 466 cp.
the PCs unaware, or at least unprepared—out of Sachnos’s desk has a record book showing pay-
their armor, without the right spells prepared, and ments to informers very similar to that found in
so forth. Essinthas’s chamber in the Devil’s Cellar. It also has a
detailed description of the plan to use the enforcers
Enforcers (4): Male and female yuan-ti tainted (see above) and the assassin Dreig to kill Jaesicha Mil-
one Ftr1; CR 2; Medium-size humanoid; HD 1d10+2; licen, using dust of disappearance purchased from Dras
hp 12 each; Init +0; Spd 20 ft.; AC 19 (breastplate, (see Chapter 2: The City of Manifest). Finally, there
large wooden shield), touch 10, flat-footed 19; Atk +5 are notes that describe the process of operating the
melee (1d10+3, masterwork bastard sword); or +1 pool in area 28 of the Devil’s Cellar, and the plans to
ranged (1d6+3, shortspear); SA poison bite, psionics; bring in many more yuan-ti over the coming months,
SQ poison immunity, SR 12; AL CE; SV Fort +4, Ref to create tainted ones here in the shop, and to invade
+0, Will +1; Str 16, Dex 11, Con 14, Int 12, Wis 13, the city from within.
Cha 10.

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The Secret Room (EL 6)


Read the following aloud. LAIR OF THE CRIPPLED ONE
An encounter site for 7th-level characters.
This 10-foot-by-20-foot chamber has a long table SYNOPSIS
and three pots simmering over an iron stove full of This is a small lair occupied by Halaarn, a smart and
hot coals. The acrid smell is very strong here and tough manticore, and his human monk minion.
stings the inside of your nose and throat. A human Halaarn has the monk leave the remains of previous
woman lies bound on the floor, a greenish yellow victims in the area outside the lair to lure the preda-
stain on her lips. Three horribly disfigured, scale- tory oozes that frequent this part of the Undercity. The
CHAPTER 6:
ADVENTURES

covered, snakelike humanoids stare at you with oozes serve as unwitting guards and a primitive alarm
yellow eyes and flickering tongues. system for the lair’s inhabitants. The manticore is
middle-aged for its type and had its wings badly
This is the lab where Sachnos creates tainted ones and injured in a fight for a mate. It must resort to different
broodguards. The woman on the floor failed the tactics, as it cannot fly for long and has limited room
process and has died. to maneuver underground anyway.
The simmering pots contain a distillation of yuan-ti
venom mixed with certain herbs and roots, used in THE LAIR
the process of creating tainted ones and broodguards This is a large cave hollowed out of the perimeter of
(see Yuan-Ti in Chapter 5: Monsters). the Undercity, elevated from the ground level to pre-
vent easy access by most creatures.
Creatures: Three broodguards stand in this room at
the command of Sachnos. They cannot be let out of 1. Ooze Territory (EL6)
this room, for they clearly cannot pass for human. Read the following aloud.
They attack anything other than a yuan-ti that enters
this room not tied up or anyone that Sachnos tells
them to. This area of barren earth spans the distance
between a group of rubble-filled buildings and a
Broodguards (3): Male yuan-ti broodguard War4; cave entrance along the Undercity’s outer edge.
CR 3; Medium-size humanoid; HD 4d8+8; hp 26 each;
Init +2; Spd 30 ft.; AC 12 (+2 Dex), touch 12, flat- A Search check (DC 20) allows a character to recog-
footed 10; Atk +7 melee (1d3+1, 2 claws) and +4 melee nize what is so unusual about this area: There are no
(1d4+1, bite); SA rage; SQ immune to hold, charm, and bits of metal or organic matter anywhere nearby. Even
poison; AL CE; SV Fort +5, Ref +3, Will +3; Str 15, Dex the doors and other wooden bits from the ruined
14, Con 14, Int 7, Wis 11, Cha 6. buildings are gone. This is because the gray oozes that
Skills and Feats: Climb +8, Listen +5, Spot +2; Alert- frequent this area eat all metal or wood they touch,
ness, Iron Will, Multiattack, Weapon focus (claws). leaving nothing but bare earth and stone. They
respond quickly to motion or strong scents in this
AFTERMATH area.
With the yuan-ti plan (hopefully) averted, the PCs are
recognized as great heroes. Jaesicha Millicen herself
thanks them for stopping the plot against her—thus
creating a powerful political ally for the PCs, which
can always come in handy later. The characters can
also collect bounties on the slain yuan-ti.
If some of the yuan-ti escaped, they immediately
begin plotting their next move. This involves not only
revenge and retaliation against the PCs, but a way to
take control of the Devil’s Cellar and the pool at the
bottom again. Their problem is, now that they have
been exposed, people will be watching for them there.
Their next plan must involve even greater subterfuge
and guile.

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Creatures: Two gray oozes arrive here 1d4 rounds Improved Initiative); Spd 50 ft.; AC 17 (+2 Dex, +3
after the characters do and immediately attack. Wis, +1 monk, bracers of armor +1), touch 16, flat-footed
15; Atk +7/+4 melee (1d8+1, unarmed strike); or +7
Gray Oozes (2): hp 28, 24; see Monster Manual. ranged (1d8/19–20, masterwork light crossbow); SA
flurry of blows, stunning attack 6/day (DC 16); SQ
2. Cliff evasion, fast movement, purity of body, slow fall 30 ft.,
Read the following aloud. still mind; AL LE; SV Fort +7, Ref +7, Will +7; Str 12,
Dex 14, Con 14, Int 8, Wis 15, Cha 10.
Skills and Feats: Climb +9, Jump +9, Knowledge
This section of packed earth and stone climbs 10 (arcana) +2, Listen +11, Move Silently +10; Deflect

CHAPTER 6:
ADVENTURES
feet before leveling off and opening into some Arrows, Improved Initiative, Improved Trip, Kihu-
larger chamber. It appears that care has been taken Sherem Guardian, Weapon Finesse (unarmed strike),
to smooth out this vertical surface in order to make Weapon Focus (unarmed strike).
it difficult to climb. Possessions: bracers of armor +1, masterwork light
crossbow, +1 ghost slaying bolt (Fort DC 20), 10 bolts,
Climbing this wall into the upper level requires a potion of cat’s grace, potion of cure moderate wounds, 82 gp.
Climb check (DC 25). The wall is not an obstacle to
the manticore. His human Tactics: Tolorn is the sentry for the lair he shares
minion can climb it with with Halaarn, so he is waiting behind the low
relative ease, but it is im- wall and listening for intruders. A small
possible for any of the pipe built into the wall allows him to
oozes that frequent this area look through it and into the area by
to climb it. the cliff. He is used to sitting in
the dark, only using a light if he
3. Tolorn’s Home (EL6) has to move a body, so lights
Read the following aloud. approaching the lair immedi-
ately attract his attention. If
the intruders appear power-
A short wall of mortared ful, he drinks his potion of
stones blocks off the view cat ’s grace. If ghosts are
of part of this room, present, he loads his ghost
although the place reeks slaying bolt into his cross-
of dead flesh. A couple of bow and fires it at the
corpses are propped weakest-looking ghost.
against the northwest part Tolorn fights in melee
of the room. with unarmed strikes
and always tries to stun
There are several rotting bodies his opponents. While
out of view behind the short fighting, he calls to alert
wall. Resting among them and gain help from
is a human monk named Halaarn, whom he calls
Tolorn, formerly a noble’s “Master.”
bodyguard from Bazareene. On an
expedition into the Undercity, he 4. Halaarn’s Lair (EL8)
was captured by a necromancer. The This is the chamber
events he witnessed and experienced in the necro- where Halaarn lives.
mancer’s care snapped his mind, and now he serves Creatures: Halaarn is an old, partially crippled
the manticore as a bodyguard and servant. He dis- manticore.
tributes the leftover bits of Halaarn’s meals to attract
the oozes and takes care of any errands the manti- Halaarn: Male manticore Ftr3; CR 8; Huge magical
core tells him to do. Since he is used to the presence beast; HD 6d10+30 plus 3d10+15; hp 94; Init +2; Spd
of dead bodies and is immune to normal diseases, he 30 ft., fly 50 ft. (clumsy); AC 16 (–2 size, +2 Dex, +6 nat-
sleeps among the corpses kept in this area and some- ural), touch 10, flat-footed 14; Atk +12 melee (2d4+5,
times even has conversations with them. 2 claws) and +10 melee (1d8+2, bite); or +9 ranged
(1d8+2/19–20, 6 spikes); Face/Reach 10 ft. by 20 ft./10
Tolorn: Male human Mnk6; CR 6; Medium-size hu- ft.; SQ cold resistance 5 (from ring of warmth), dark-
manoid; HD 6d8+12; hp 39; Init +6 (+2 Dex, +4 vision 60 ft., low-light vision, scent, weak flight; AL

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LAIR OF THE EYELESS LADY


Lair of the Crippled One An encounter site for 9th-level characters.

SYNOPSIS
4 This is a section of the upper Undercity that has been
cleaned up and renovated to be used as a base by a
3 gang of thieves and bandits. They are led by a medusa
sorcerer who has been robbed of her gaze attack. She
uses her magic to enhance the bandits, and the aid of
CHAPTER 6:
ADVENTURES

2 a cleric of Phaant provides them with magic crossbow


bolts to make them more effective raiders. The ban-
1 dits are not associated with the Golden and may come
under attack from the thieves’ guild, eventually. There
are many weak creatures in this place that won’t pres-
ent much of a challenge to the heroes, but the leaders
are a respectable threat.

THE BASE
The bandits have cleaned out eleven buildings in the
northern part of the Undercity and walled off the
nearby streets with piles of rubble. The place is now
much like a fortress and is hard to notice because the
0 5 10 20 40 bandits are careful not to use lights outside their
Scale in feet
homes unless absolutely necessary (they use lanterns
and candles within the buildings, and the windows
have been covered over to prevent light leakage).
LE; SV Fort +14, Ref +9, Will +5; Str 20, Dex 15, Con
20, Int 10, Wis 12, Cha 10. A. Watchpoint (EL3)
Skills and Feats: Climb +11, Hide –6, Listen +11, Read the following aloud.
Move Silently +4, Spot +11; Combat Reflexes, Multi-
attack, Power Attack, Weapon Focus (spikes).
Weak Flight: Halaarn’s wings are damaged, and he While this area of earth and rubble looks like most
cannot fly for more than 2 rounds before having to other collapsed parts of the Undercity, there is a gap
land. After not flying for 2 rounds, he is able to fly in it that could easy allow a human to pass through
again. into an area beyond.
Possessions: ring of warmth, potion of death armor, cloak
of resistance +1, potion of cure moderate wounds, vial of One grimlock (from either area 1 on the map) is on
cretchwater oil, 150 gp. guard at each of the watch stations at all times, and
one human bandit (from area 4) is always on duty,
Tactics: Halaarn is a crafty manticore, despite the alternating between the east and west entrances. The
injuries to his wings, and he plans his fights carefully. human relies upon the grimlocks to detect opponents
After testing an opponent’s strength with 1 round of approaching in darkness (such as with darkvision)
attacks, he uses Power Attack as much as he feels nec- and uses his own eyes to find creatures approaching
essary. He also takes advantage of his reach and the with light. The guards attempt to warn the other resi-
Combat Reflexes feat to allow him to make attacks of dents quietly if there is time before the intruders
opportunity, even if he is caught flat-footed. If he has arrive; otherwise, they shout an alarm if creatures are
a round to watch the PCs before attacking and con- nearby or they are attacked with surprise.
siders them a serious threat, he drinks his potion of
death armor before entering combat. If seriously B. Crawler Lead (EL6)
injured, he offers his treasure to his opponents with Read the following aloud.
a promise that he won’t seek them out in exchange
for leaving him alone. He is not without honor and
keeps his word, although if his opponents return to This area of rubble and earth has a gap through
his lair or he encounters them accidentally, he isn’t which a human could pass without difficulty.
averse to attacking them if he thinks he can take
them this time. This is a secondary entrance to the bandit territory,
rarely used because of the ferocity of its guardians.
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Creatures: Four grimlocks live in each building.


They run to attack any creatures that enter the bandit
base or to investigate calls for help or sounds of
combat.

Grimlocks (8): 19 hp each; see Monster Manual.

Treasure: In the west building, the charac-


ters can find 41 gp, 905 sp, a 10-gp malachite, a
suit of Medium-size banded mail, and a master-

CHAPTER 6:
ADVENTURES
work scimitar. The east building has 52 gp, 857 sp,
a 500-gp aquamarine, a suit of Medium-size half-
plate, and a potion of clairvoyance.

2. Unused Building
Read the following aloud.

This building is empty, but it looks like


someone has taken time to clear out
stray debris.

The bandits plan to use this place to help them


guard the western entrance, but have not done
so yet.

3. Main Storage
Read the following aloud.

Creatures: Beyond this gap are two carrion This small building is stacked with crates, barrels,
crawlers, each with a chain collar attached just behind and boxes, some of which are opened or have seen
its first pair of legs. The other ends of the chains are recent use.
attached to large spikes pounded into the ground in
the sheltered area northwest of the rubble wall. Each This area contains stores of food, water, and beer for
chain gives the crawlers enough slack to reach the the residents, as well as surplus valuables they haven’t
fountain for water and just enough to reach the south- sold yet.
ern end of the gap in the rubble wall. Any creature Treasure: 1 lb. ginger (2 gp), 4 lb. silk (80 gp), 3
that comes through the gap is attacked by both lb. cloves (45 gp), 3 flasks holy water (75 gp), 5-lb.
crawlers, and the noise from the fight is likely to draw spool of gold wire (250 gp), beautiful silver mirror
attention from the rest of the base. The crawlers were (1,000 gp).
half-tamed by Chownag the bandit leader, but they
have the temperament of abused attack dogs and 4. Bandit House (EL6)
don’t react well to anyone but him. Read the following aloud.

Carrion Crawlers (2): hp 19 each; see Monster Manual.


This building has been converted to a barracks,
1. Grimlock House (EL4)
with five simple beds, each with a short wooden
Read the following aloud. box under it.

The regular bandits sleep here. The boxes contain


This building has been emptied of refuse and clothes, simple disguises (hats, padded coats, thick-
rubble and now is a sleeping area with four filthy heeled shoes, and so on), and personal effects for the
straw pallets. bandits.
Creatures: Five bandits share this building. They
The grimlocks sleep in these two buildings because answer any call to alarm from their fellows, their lead-
their keen senses make it likely for them to notice ers, or the grimlocks, and always investigate the
intruders coming through the nearby entrances. sounds of fighting. Rather than fighting in darkness,
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Lair of the Eyeless Lady


7

1 3 4 1 10
6 8
CHAPTER 6:
ADVENTURES

A
A
2 9
11 5 B

0 5 10 20 40

Scale in feet

a bandit uses a tindertwig to light a torch. Zul and +2; Spd 30 ft.; AC 15 (+2 Dex, +1 studded leather armor),
Amon are used to doing the grunt work and the leg- touch 12, flat-footed 13; Atk +1 melee (1d6/19–20,
breaking, so they enter melee combat with enemies, short sword), or +5 ranged (1d8+1/19–20, master-
while Halan, Jost, and Vorin are better at the sneaky work light crossbow with +1 bolts); SA sneak attack
stuff, so they remain back and fire into melee with +1d6; SQ evasion, search for traps; AL LE; SV Fort –1,
their crossbows. Ref +5, Will +2; Str 10, Dex 15, Con 8, Int 12, Wis 14,
Cha 13.
Zul and Amon: Male human Rog2; CR 2; Medium- Skills and Feats: Appraise +6, Balance +4, Bluff +6,
size humanoid; HD 2d6+5; hp 12 each; Init +2; Spd 30 Climb +5, Diplomacy +3, Intimidate +3, Jump +2,
ft.; AC 16 (+2 Dex, +1 studded leather armor, small steel Listen +7, Move Silently +7, Open Lock +7, Pick
shield), touch 12, flat-footed 14; Atk +4 melee Pocket +9, Search +6, Spot +7, Tumble +7; Point Blank
(1d6+2/19–20, masterwork short sword), or +3 melee Shot, Precise Shot.
(1d4+2/19–20, dagger), or +5 ranged (1d8+1/19–20, Possessions: +1 studded leather, short sword, master-
masterwork light crossbow with +1 bolts); SA sneak work light crossbow, 10 +1 bolts, 2 +2 bolts, +1 human-
attack +1d6; SQ evasion, search for traps; AL LE; SV bane bolt, potion of cure light wounds, potion of hiding,
Fort +3, Ref +5, Will +1; Str 15, Dex 14, Con 12, Int 10, potion of sneaking, 2 tindertwigs, 5 torches, 12 gp.
Wis 13, Cha 8.
Skills and Feats: Balance +4, Disguise +1, Gather 5. Cleric House (EL7)
Information +2, Hide +7, Intimidate +4, Jump +4, The door into this building has the symbol of Phaant
Listen +6, Move Silently +7, Search +3, Sense Motive carved into it.
+3, Spot +6, Tumble +7, Use Rope +7; Great Fortitude,
Toughness.
Possessions: +1 studded leather armor, small steel shield, This place reeks of incense. A small desk and chair
masterwork short sword, dagger, masterwork light sits near the north end. Several sticks of incense
crossbow, 10 +1 bolts, +1 human-bane bolt, potion of cure burn in holders on the desk, and a case of crossbow
light wounds, potion of hiding, 2 tindertwigs, 5 torches, bolts rests in the center of a partially completed
25 gp. magical inscription, drawn on the desk in sand and
ash. A simple bedroom lies behind a short wall to
Halan, Jost, and Vorin: Male human Rog2; CR 2; the south that partially blocks the view.
Medium-size humanoid; HD 2d6–2; hp 9 each; Init

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This is where Leston (the cleric ally of the bandits) Cleric Spells Prepared: (5/5/5/4; base DC 13 + spell
lives. The desk is the workstation where he imbues level): 0—cure minor wounds, detect magic, mending,
crossbow bolts with magic. Under the desk is a box purify food and drink, read magic; 1st—cure light wounds
with a few spare pieces of clothing. (2), divine favor, entropic shield*, summon monster I;
Creatures: Leston is an evil adventurer who was 2nd—cure moderate wounds, darkness, desecrate*, hold
captured by a cult of Orcus-worshipers. Turned into person, silence; 3rd—cure serious wounds, dispel magic,
an undead creature against his will, he shook off the invisibility purge, protection from elements.
cultists’ brainwashing and escaped. He is filled with *Domain spell. Deity: Phaant. Domains: Evil (cast
self-loathing but not yet ready to end his own unlife. evil spells at +1 caster level), Luck (reroll 1/day).
He signed on with the bandits in hopes of coming Possessions: +2 breastplate, greataxe, masterwork

CHAPTER 6:
ADVENTURES
across clues to the current whereabouts of his previ- heavy crossbow, 20 +1 crossbow bolts, 3 +1 elf-bane bolts,
ous captors. He burns incense constantly in this 3 +1 human-bane bolts, 3 bonecrusher bolts, scroll
room so the smell of it covers his own strange aroma of cure critical wounds, wand of detect ghost
of preservative spices, since the bandits do not real- (16 charges), flask of unholy water, 10
ize he is undead. He prefers clothing that covers gp worth of silver for desecrate (2 uses
most of his exposed skin and wears a cowled total), 147 gp.
cloak whenever he leaves his house. Leston
doesn’t use light (he tells the bandits that 6. Basement Exit
he has an item that grants him dark- Read the following aloud.
vision) and prefers to avoid melee
combat, using the normal darkness,
his spells, and ranged attacks to hinder This building is empty except
the enemy. If he sees a cleric and thinks for a sturdy iron ladder leading
he may be recognized as an undead, he up to a trap door in the ceiling.
casts desecrate to hamper turning
attempts and may even try to chan- The trap door opens into the base-
nel negative energy to bolster him- ment of a small house in the north
self against turning. If he thinks he part of the Portal Ward. The house
may die in an encounter, he flees to is owned by Chownag, the bandit
the surface (via area 6) or else- leader, and is used as a secret way to
where into the Undercity. and from the city.

Leston: Male human 7. Love Nest


mumia Clr6; CR 7; Medium- Read the following aloud.
size undead; HD 6d8+3; hp
33; Init +1; Spd 20 ft.; AC 21
(+1 Dex, +3 natural, +2 This small build-
breastplate), touch 11, flat- ing has a tiny
footed 20; Atk +4 melee desk and chair
(1d12/×3, greataxe); or and a good-sized
+7 ranged (1d10+1/19– comfortable bed.
20, masterwork heavy
crossbow with +1 This is where Chow-
bolts); SA rebuke nag and his medusa
undead 4/day, wither- lover live. Under
ing touch; SQ fast the bed are a few
healing 2, turn resist- wooden boxes con-
ance +2, undead traits; taining men’s and
AL LE; SV Fort +5, Ref women’s clothes.
+3, Will +8; Str 10, Dex 13, Con —, Int 14, Wis 16, Creatures: The medusa, Saag Paneer, was forced
Cha 12. out of her covey after a fight with her sister, who cut
Skills and Feats: Concentration +10, Craft (weapon- out her humanoid eyes. Saag can still see out of her
smithing) +9, Diplomacy +5, Heal +5, Intimidate +3, snake eyes (even with darkvision) and is still immune
Knowledge (arcana) +7, Knowledge (history) +3, to the gaze of another medusa, but she can no longer
Knowledge (local) +3, Knowledge (religion) +7, Spell- turn creatures to stone. She is bitter at her loss, but has
craft +7; Combat Casting, Craft Magic Arms and mostly accepted her new life, for with her help, Chow-
Armor, Martial Weapon Proficiency (greataxe), nag’s group of bandits have become very successful.
Toughness. The grimlocks in the band followed her after she was
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cast out by her sister, and their greatest loyalty is to Skills and Feats: Bluff +12, Concentration +10, Diplo-
her over all others. Saag prefers to attack foes at range macy +5, Disguise +12, Intimidate +5, Jump +10,
and uses her spells to enhance her abilities and that of Knowledge (arcana) +4, Listen +3, Move Silently +9,
the other bandits (her ability to cast cat’s grace and Spellcraft +3, Spot +12; Alertness, Point Blank Shot,
invisibility is largely responsible for the group’s suc- Precise Shot, Rapid Shot, Weapon Finesse (snakes).
cesses of late). If she needs to escape, she hides in one Sorcerer Spells Known (6/7/5; base DC 13 + spell
of the houses, casts change self to appear as a normal level): 0—dancing lights, detect magic, disrupt undead,
human, and pretends to be a city prostitute or a kid- mage hand, mending, read magic; 1st—change self,
napped merchant’s wife (depending on her estima- charm person, mage armor, magic missile; 2nd—cat’s
tion of the attitude of the invaders) to generate grace, invisibility.
CHAPTER 6:
ADVENTURES

sympathy and allow her to be “rescued” from the Possessions: ring of protection +1, shortbow, 20 +1
bandit lair. arrows, 3 +1 human-bane arrows, 3 +1 monstrous
Chownag was once a barbarian from the Varlin humanoid-bane arrows, 2 bonecrusher arrows, boots of
Mountains. He came to Manifest to meet the ghost of striding and springing, cloak of resistance +1, potion of cure
his brother, who never appeared. He fell in with a moderate wounds, potion of fly, potion of neutralize poison,
gang of thugs, eventually became the leader of the wand of burning hands (7 charges), 175 gp.
gang, and moved his operations into the Undercity to Pakor (Tiny Viper Familiar): hp 19, Fort +2, Ref
hide them from the attention of the Golden. When +5, Will +5, bite +5 melee, +5 natural armor bonus.
Saag Paneer stumbled onto his old hideout, he pro-
posed an alliance, which has greatly helped both of Chownag: Male human Bbn3/Rog5; CR 7;
them. He honestly cares about her (although the fact Medium-size humanoid; HD 3d12 plus 5d6; hp 45;
that she can look like any woman he wants doesn’t Init +4; Spd 40 ft.; AC 18 (+4 Dex, +1 studded leather
hurt) and becomes angry if she is threatened. In armor), touch 14, flat-footed 14; Atk +8/+3 melee
combat, he prefers to flank opponents, enter a rage, (1d6+3/×3, masterwork handaxe) and +8 melee
and let his increased strength and sneak attack (1d6+1/×3, masterwork handaxe), or +10 ranged
damage cut a swath through his enemies. (1d10/19–20, heavy crossbow); SA sneak attack +3d6;
SQ evasion, fast movement, rage 1/day (5 rounds),
Saag Paneer: Female medusa Sor5; CR 10 (a search for traps, uncanny dodge (Dex bonus to AC,
medusa without its gaze attack is approximately CR can’t be flanked); AL NE; SV Fort +4, Ref +9, Will +3;
5); Medium-size monstrous humanoid; HD 6d8 plus Str 16, Dex 18, Con 10, Int 10, Wis 12, Cha 14.
5d4; hp 39; Init +2; Spd 60 ft.; AC 16 (+2 Dex, +3 natu- Skills and Feats: Climb +9, Craft (metalworking) +6,
ral, ring of protection +1), touch 13, flat-footed 14; Atk Gather Information +5, Handle Animal +8, Hide +14,
+7/+2 ranged (1d6+1/×3, shortbow with +1 arrows), or Intimidate +8, Intuit Direction +5, Jump +9, Listen +7,
+8/+3 melee (1d4/19–20, dagger) and +5 melee (1d4 Move Silently +25, Ride (horse) +6, Search +4, Spot +8,
plus poison, snakes); SA poison (Fort DC 14, 1d6 Ambidexterity, Diehard, Endurance, Two-Weapon
Str/2d6 Str); SQ darkvision, empathic link with famil- Fighting.
iar, scry on familiar, share spells with familiar, tiny Possessions: +1 studded leather, 2 masterwork handaxes,
viper familiar (Pakor), touch spells (via familiar); AL heavy crossbow, 10 crossbow bolts, 2 +1 human-bane
LE; SV Fort +4, Ref +9, Will +11; Str 10, Dex 15, Con crossbow bolts, boots of elvenkind, gloves of dexterity +2,
10, Int 12, Wis 13, Cha 16. potion of darkvision, five 50-gp amethysts, two 100-gp
pearls, 78 gp.

8. Small Temple
Read the following aloud.

This building contains a shrine to Phaant. A large


wooden box serves as an altar, and a simple cloth
painting depicting the Dark Fate herself hangs
behind it. Burn marks cover the top of the box, and
fragments of broken wood, glass, and pottery items
remain scattered across it.

There is nothing of value in this room. This is a perma-


nent fixture dedicated to Phaant, so if Leston casts his
desecrate spell within 20 feet of here, the effects of that
spell are doubled (as explained in the spell description).

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9. Kitchen None are stuck, but some are locked with arcane lock
Read the following aloud. spells cast by Lubanac.

Wooden Doors: 1 1/2 in. thick; hardness 5; hp 15;


This building may have once been a bakery, AC 5; break DC 28.
because it has a large brick oven that takes up most
of the east wall. Pots, pans, and dishes are stacked 1. Entry Chamber
haphazardly on the nearby counters. Read the following aloud.

This is the kitchen the bandits use to prepare food.

CHAPTER 6:
ADVENTURES
The oven works, although it now vents its smoke This ovoid room has an exit to the northwest and a
through a hole in the east side of the building instead door in the north wall. Near the door are several
of out the roof (because the chimney is blocked by the signs written in various languages and decorated
earthen ceiling of the Undercity). with images of skulls.

10. Additional Storage The signs around the door are written in the Trade
Read the following aloud. Tongue, Draconic, and Giant, and read, “Keep out.
Danger and death await intruders.” A small false panel
in the door (Search DC 10) holds a small stone cube (a
This place contains coils of rope and boxes of mis- stone of alarm). If the door is touched (such as if the
cellaneous gear. panel is opened), the stone activates, alerting every-
one within the lair and all creatures in the Undercity
This is where the bandits store miscellaneous sup- within one-quarter mile of the door (this gives the
plies, as well as the low-value gear they take from their minotaurs time to prepare themselves for battle in
victims. The boxes hold clothes, shoes, small knives, their rooms). A silence spell suppresses the alarm for
unremarkable weapons, backpacks, and other sorts of the duration, and a successful dispel magic shuts it off
items that weak adventurers and humanoid monsters (a dispel magic against the stone before it is triggered
might carry. Anything valuable has been distributed prevents it from activating at all).
among the bandits or moved to area 3.
2. Prisoners
The northeast door into this room is locked with
MORBID MAZE arcane lock.
An encounter site for 12th-level characters.

SYNOPSIS This room contains three humans, three dwarves,


This is the lair of Lubanac (a minotaur necromancer), two orcs, and two ogres, all bound in fetal positions
his sister Baavaang (a minotaur fighter), and the mon- with heavy chains. Half the humanoids and both
sters they have captured or created. The lair’s magic ogres are unconscious and all look mistreated and
and layout makes it difficult for intruders to reach the hungry. Three doors lead out of the room to the
minotaurs without creating a lot of noise or encoun- west, southwest, and northeast.
tering dangerous pets along the way.
These prisoners are either adventurers (fighters of 1st or
THE LAIR 2nd level) or denizens of the Undercity. Lubanac plans
This is a series of rooms linked by twisting passage- to turn them all into skeletons or zombies. None of the
ways. The entrance is either along the outer wall of the prisoners knows anything about the dungeon other
Undercity or through a tunnel leading downward than the entry chamber and this room. Each was cap-
from a ruined building in the Undercity. tured by a pair of minotaurs (one spellcaster and one in
Because the place is built like a maze, describe the armor), each had friends in his group who were taken
passages only in general terms, giving the characters away and have not returned, and none have been fed in
choices at each intersection but not giving exact dis- at least two days. They also know that only the spell-
tances or orientations of the hallways. This keeps the caster minotaur uses the northeast door. The conscious
characters from making accurate maps (particularly if characters have 1d4 hit points each, and the uncon-
they are in a hurry and don’t take time to note direc- scious ones are stabilized with –1 to –4 hit points each.
tions) and turns the advantage over to the minotaurs, They would rather escape the dungeon than fight, but
who cannot become lost. the adventurers will fight if coerced to do so (the orcs
All doors in this dungeon are strong wooden doors. and ogres turn and run at the first opportunity).

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3. Baavaang’s Room (EL11) 20 ft.; AC 20 (–1 size, +5 natural, +1 breastplate), touch 9,


Read the following aloud. flat-footed 20; Atk +19/+14/+9 melee (2d8+7/×3, Huge
masterwork greataxe), or +12 melee (1d8+2, gore);
Face/Reach 5 ft. by 5 ft./10 ft.; SA charge 4d6+7; SQ
This room is decorated with skulls and hides from darkvision, favored enemy (humans), natural cunning;
Undercity creatures. A large pile of skins in the AL NE; SV Fort +14, Ref +7, Will +9; Str 20, Dex 10, Con
middle of the room serves as a bed, and a pair of 16, Int 10, Wis 10, Cha 8.
hooks pounded into the wall holds a leather sack Skills and Feats: Climb +6, Heal +5, Intimidate +5,
and a huge greataxe. Other empty hooks are Jump +8, Listen +11, Search +8, Spot +15, Wilderness
attached nearby. There are exits to the north, south, Lore +3; Combat Reflexes, Great Fortitude, Improved
CHAPTER 6:
ADVENTURES

and east. Initiative, Iron Will, Power Attack, Track, Weapon Fo-
cus (greataxe), Weapon Specialization (greataxe).
This is the room of Baavaang, a skilled minotaur Possessions: +1 breastplate, masterwork huge greataxe,
fighter with a particular hatred for humans (a group bead of force, brooch of shielding (15 charges), cloak of
of humans killed her mate). If the characters blackflame (4 charges), Phaant’s luckstone, 154 gp.
bypassed the alarm in area 1, Baavaang needs to make
a Listen check to hear the heroes approaching and Tactics: In combat, Baavaang uses her reach,
spend an action to pick up her masterwork greataxe Combat Reflexes, and Power Attack to her best advan-
from the floor (the one on the wall is a spare and is tage. If a spellcaster presents himself as particularly
not masterwork). If the alarm was triggered, she dangerous, she tries to capture him with her bead of
already has her masterwork greataxe in hand and is force. If seriously wounded, she tries to retreat toward
actively listening for the approach of the heroes. She area 4 or 5. In either case, she smashes open the door
waits by the north or east exit, since the south door is to one of these rooms (using Power Attack to make
locked with an arcane lock spell and she knows that sure she does enough damage), thereby allowing the
any intruders probably have to spend a few precious undead therein free access to the hallways, then hur-
seconds breaking it down to enter the room. ries on through the secret doors around area 6 and
Creatures: Baavaang, a clever and vengeful minotaur. into Lubanac’s room at area 8.

Baavaang: Female minotaur Rgr3/Ftr4; CR 11; Large 4. Necroplasms (EL8)


monstrous humanoid; HD 6d8+18 plus 3d10+9 plus Each of the doors to this area is guarded by an arcane
4d10+12; hp 111; Init +4 (+4 Improved Initiative); Spd lock spell to prevent the inhabitants from escaping.

Morbid Maze
7
6
2
9
8
9 5

1 4
3

Door
Secret Door
0 5 10 20 40
Scale in feet

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5. Skeleton and Zombie Gang (EL4)


This area is bare except for sluglike trails of slime All three doors into this room are warded by arcane
all over the walls and floor and the six horrible crea- lock spells.
tures wandering around. Each looks like a blob of
ectoplasm vaguely humanoid from the waist up,
with a skull and pair of skeletal hands where such This room is bare of furnishings but holds several
things would be on a living creature. animated skeletons and zombies of various sizes.

The creatures are necroplasms. Because a door must be This room is where Lubanac keeps the undead that he
broken open to enter, once the room is breached, the has created with an animate dead spell.

CHAPTER 6:
ADVENTURES
undead are free to wander about the lair. The necro- Creatures: The undead attack anything that opens
plasms are not smart enough to break down doors and the door, attacks them, or enters their room (except
rarely smart enough to try to open a normal door. Lubanac), pursuing opponents into the halls.
While Lubanac is not powerful enough to create
necroplasms him- Large Zombies (2): hp 29 each; see Monster
self, he can Manual.
summon one
with a sum- Medium-Size Zombies (2): hp
mon undead V 16 each; see Monster Manual.
spell, provide
it with a weak- Medium-Size Skeletons
ened target, and (6): hp 6 each; see Monster
allow it to create Manual.
spawn. The undead
spawn that arises from Tactics: As with the
this terrible process is not necroplasms in area 4,
under the command of the Baavaang moves away
necroplasm that created it immediately after open-
or Lubanac himself, but it ing this door, drawing
remains after the original the undead into the
vanishes. Lubanac hall and into the
can move among path of any adven-
the necroplasms safely with turers pursuing her.
an undead visage spell or stop one Because of the
with a halt undead spell. He eventually noise and delay
hopes to find a way to unleash them upon needed to open
his enemies or at least get the doors to
them to patrol the halls for him this room,
without attacking his allies. Until the skele-
then, he keeps them here, finding them use- tons and zom-
ful as a trap. MD bies are never surprised by opponents who break
Creatures: The necroplasms attack anything that down the doors (although they can still be flat-
enters their room, following prey into the hallway and footed if attacked before their turn in the normal ini-
elsewhere. tiative order).

Necroplasms (6): hp 35 each; see Chapter 5: 6. The Rust Monster (EL6)


Monsters. Note that there are a pair of secret doors to the north
and northeast, leading to a short tunnel chamber. The
Tactics: If Baavaang breaks open one of the doors to minotaurs know of these secret doors and use them to
set the necroplasms free, she is able to take a move conceal this tunnel from view. Just on the other side
action after doing so, giving her a head start on the of each secret door is a stash of metal gear: weapons,
undead, which means that if the undead come out, they armor, iron spikes, and so on (all battered and in poor
encounter and attack her pursuers, favoring a closer shape, each stash worth only about 100 gp because of
target over a fleeing one. Because of the noise and delay the damage). The minotaurs use these items (taken
needed to open the doors to this room, the necroplasms from the gear of creatures they capture or kill) to bribe
are never surprised by opponents who break down the the rust monster that lives here. They are careful not
doors (although they can still be flat-footed if attacked to enter this room with any other metal that they
before their turn in the normal initiative order). aren’t willing to lose.
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The west door and the southeast door are locked reaching this area and forgoes the password, alerting
with arcane lock spells. Lubanac to her presence and that of other “guests”).

7. The Workshop
The floor of this room is covered in wood chips. A Read the following aloud.
large depression in the center of the room is prob-
ably the den of the paddle-tailed, antennae-headed
weird monster prowling the room. This is a well-stocked alchemist’s lab, nearly identi-
cal to one that could be found in Manifest, except
This is the lair of a rust monster Lubanac found when that most of the tools and such are sized for large
CHAPTER 6:
ADVENTURES

it was young. He raised it as a pet and fed it well, and hands. In addition to the standard lab components,
now the creature is about as large as such a beast can the shelves are well stocked with reagents and
be. He feeds it daily, but he makes sure it is a little other necessary materials for conducting alchemy.
hungry so that it attacks metal-carrying creatures A small bookshelf holds four books.
that make the mistake of coming here. Because the
regular doors into this room must be broken, the rust This is Lubanac’s workshop, a fully functional
monster is free to roam the halls after prey if its room alchemist’s lab. In addition to the materials assumed
is entered in this manner (Lubanac would use charm with the lab, it contains 75 gp worth of reagents and
monster on it when the time came to return it to its alchemical substances (in other words, a character
room). could “spend” up to 75 gp worth of these materials as
Creatures: The rust monster attacks anything that part of the process using the Alchemy skill instead of
opens the door, attacks it, or enters its room (except spending money). An Alchemy check (DC 15) allows
Lubanac), pursuing opponents into the halls. a character to realize that this lab is mainly used for
creating acid, alchemist’s fire, and smokesticks.
Whunnk: Advanced rust monster; CR 6; Large aber- The books are on anatomy, taxidermy, and the
ration; HD 15d8+45; hp 112; Init +2; Spd 40 ft.; AC 18 (–1 theory of necromancy, and are worth 250 gp each to
size, +2 Dex, +7 natural), touch 11, flat-footed 16; Atk +14 the right buyer in the city, although few would be
melee touch (rust, antenna touch) and +10 melee (1d4+2, openly interested in the book on necromancy.
bite); Face/Reach 5 ft. by 10 ft./10 ft.; SA rust (magic
items get a Reflex save DC 20 to avoid destruction); SQ 8. The Wizard’s Lair (EL13)
darkvision 60 ft., scent; AL N; SV Fort +8, Ref +7, Will Read the following aloud.
+10; Str 18, Dex 15, Con 17, Int 2, Wis 13, Cha 8.
Skills and Feats: Listen +18, Spot +18; Alertness,
Combat Reflexes, Weapon Focus (bite). This large room has a large but simple bed in the
center, macabre decorations on the walls, and four
Tactics: As with the necroplasms in area 4 and the exiting hallways.
undead in area 5, Baavaang moves away immediately
after opening this door, drawing the rust monster into Creatures: This is the bedroom of Lubanac, an intro-
the hall and into the path of any adventurers. spective and curious minotaur who enjoys the study
of magic and experimentation in necromancy.
The Alarm
Read the following aloud. Lubanac: Male minotaur Nec9; CR 13; Large mon-
strous humanoid; HD 6d8+6 plus 9d4+9; hp 67; Init +5
(+1 Dex, +4 Improved Initiative); Spd 30 ft.; AC 16 (–1
The hallway ends in a rune-carved door suitably size, +1 Dex, +5 natural, ring of protection +1), touch 11, flat-
sized for a minotaur or other large creature. footed 15; Atk +12 melee touch (or +14 with spectral hand)
(by spell, melee touch spell), or +10 ranged touch (by
The short hallway connecting areas 6 and 8 is warded spell, ranged touch spell), or +12/+7 melee (2d8+4/×3,
by a mental alarm spell, which Lubanac casts here Huge greataxe) and +7 melee (1d8+1, gore); Face/Reach
every day (lasting 18 hours). Any Tiny or larger crea- 5 ft. by 5 ft./10 ft.; SA charge 4d6+4; SQ darkvision, natu-
ture that enters the area without speaking the pass- ral cunning, scent; AL NE; SV Fort +8, Ref +9, Will +13;
word (“marrow,” in Giant) triggers the alarm, alerting Str 17, Dex 12, Con 13, Int 17, Wis 10, Cha 8.
Lubanac to the presence of intruders outside his lair. Skills and Feats: Alchemy +8, Concentration +19, Intim-
Because it is a mental alarm, creatures coming this idate +8, Jump +7, Knowledge (arcana) +10, Knowledge
way do not realize they have triggered it. If Baavaang (local) +7, Listen +15, Search +14, Spellcraft +13, Spot +15;
flees to Lubanac’s room, she speaks the password so Alertness, Brew Potion, Cleave, Craft Wand, Great Forti-
her brother doesn’t think she’s an intruder (however, tude, Improved Initiative, Iron Will, Martial Weapon
if she is closely pursued, she bellows for help upon Proficiency (greataxe), Power Attack, Scribe Scroll.
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for stoneskin (1 use), ten 50-gp black onyx


gems for animate dead, 50 gp worth of gold dust
for arcane lock (2 uses total), 100 gp worth of
paste for death armor (2 uses
total), 105 gp, 820 sp.

Tactics: Lubanac is almost


certainly prepared for invaders
at this point. When the stone of
alarm in area 1 was triggered, he

CHAPTER 6:
ADVENTURES
cast mage armor (from his wand)
on himself (increasing his AC to
20, touch 11, flat-footed 19), see
invisibility (from his wand), and
stoneskin on himself. As the intrud-
ers approach his room (alerting him
with either the alarm spell or by the noise
from his sister approaching), he casts haste, summon
MD undead V (to summon a wight), and death armor, and
then he readies an action to cast enervation on the first
enemy that comes through his door. After that, he
casts fear from his scroll (when enemies enter the
room), hail of ectoplasm, fireball, magic missile, and vam-
piric touch or chill touch, as appropriate. He and
Baavaang are used to fighting in tandem, so he does
not use attacks that put her in harm’s way, and like-
wise, she tries to stay out of the way of his area spells.
Wizard Spells Prepared (5/6/6/5/3/2; base DC 13 + If he is seriously in danger, he activates one of the
spell level): 0—detect magic, disrupt ectoplasm*, disrupt escape tunnels (see below) to create a distraction, but
undead*, mage hand, read magic; 1st—alarm, chill touch*, he actually uses a dimension door spell to retreat to area
comprehend languages, magic missile (2), unseen servant; 1 and drink his potion of cure serious wounds. Then he
2nd—arcane lock, death armor, hail of ectoplasm (2), decides if he wants to go back in and fight or just flee
knock, spectral hand*; 3rd—fireball, haste, summon (even if that means he has to abandon his sister).
undead III, undead torch, vampiric touch*; 4th—dimen-
sion door, enervation*, stoneskin; 5th—animate dead*, 9. Escape Tunnels
summon undead V. Read the following aloud.
Spellbook: 0—arcane mark, dancing lights, daze, detect
magic, detect poison, disrupt ectoplasm*, disrupt undead*,
flare, light, mage hand, mending, open/close; 1st—alarm, This short hallway ends in a strange contraption of
animate rope, chill touch*, comprehend languages, detect metal plates, wire, and wood that holds several
undead, expeditious retreat, mage armor, magic missile, flasks snug against the wall. A knotted cord dangles
summon undead I, true strike, unseen servant; 2nd— in front of this arrangement.
arcane lock, death armor*, hail of ectoplasm, knock, see
invisibility, spectral hand*; 3rd—fireball, halt undead, The stone separating this hallway from the hallway
haste, summon undead III, undead torch*, vampiric touch*; beyond it has been carefully weakened by Lubanac so
4th—charm monster, dimension door, enervation*, fear, that if exposed to the right conditions, it breaks away
stoneskin; 5th—animate dead*, summon undead V. and creates an open passage. The flasks contain acid or
*These spells belong to the school of Necromancy, alchemist’s fire, and if the cord is pulled, the flasks
which is Lubanac’s specialty. Prohibited school: Illusion. break open and the wooden smokesticks ignite. The
Possessions: ring of protection +1, Huge greataxe, 3 metal plates direct most of the liquid against the wall,
flasks of acid, 3 flasks of alchemist’s fire, 3 bloodsweets, destroying it and creating a cloud of smoke that fills a
bone ring (3 charges), hourglass, pearl of power (2nd- 10-foot cube and obscures vision. A creature standing
level spell), Phaant’s luckstone, potion of cure serious within 5 feet of the end of the hallway (including
wounds, potion of expeditious retreat, potion of haste, potion someone with a normal reach of 5 feet that pulls the
of true strike, scroll of fear, scroll of knock, scroll of undead cord) takes 1 point of acid damage and 1 point of fire
torch, 2 smokesticks, wand of mage armor (29 charges), damage. A creature with reach (such as a minotaur)
wand of see invisibility (17 charges), wand of summon can pull the cord from the extent of its reach without
undead I (21 charges), 250 gp worth of diamond dust any risk, but it is still engulfed in smoke.
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meat body: Another name for the physical body.


Appendix: Glossary mumia: A corporeal undead that has a soul bound
into it with necromancy.
afterlife: The state of existence that occurs after a necromancer: An individual that uses necromancy,
creature has died. For most intelligent creatures, this usually magic involving corporeal undead.
involves the possibility of being a ghost. For other necromancy: A category of magic dealing with life
creatures, this term is synonymous with the True and death.
Afterlife. path: A series of ghost feats with a similar theme or
Calling, the: The inevitable pull that causes most effect, such as touch-based powers, possessing others,
ghosts to eventually cross the Veil of Souls into the or shaping ectoplasm.
CHAPTER 6:
ADVENTURES

True Afterlife. physical body: The vessel a creature’s soul inhabits


corporeal undead: Creatures with a physical body when it is alive. Usually simply called a body or, more
that are not truly alive, animated by necromancy. rarely, a meat body.
Deathwarden caverns: The underground halls of possession: The act of a ghost or other incorporeal
the Deathwarden dwarves. creature entering a physical body temporarily, usually
Deathwarden dwarves: A clan of dwarves that per- with the intent of controlling it. Even a corpse can be
form the Hallowing and guard the path to the Veil of possessed.
Souls. Also known simply as the Deathwardens. raw ectoplasm: Newly created ectoplasm without
ectoplasm: A semisolid manifestation of base consistent form or any unusual properties.
supernatural spiritual energy. A ghost body is made of shaped ectoplasm: Ectoplasm that has been
ectoplasm. shaped or hardened into a specific form.
ethereal: On the Ethereal Plane. Ethereal creatures spirit tree: A large and ancient tree that holds the
can see and hear, but not interact with, anything on souls of dead elves. Elf ghosts who hear the Calling
the Material Plane. enter a spirit tree rather than crossing the Veil of Souls.
ghost: The soul of a person who has died. spiritual undead: Creatures with no physical body,
ghost body: The ectoplasmic shell that houses the usually a soul or ghost corrupted by necromancy.
soul of a ghost. Always referred to with the full term, soul: The consciousness of a creature that tran-
as “body” alone is assumed by the city’s inhabitants to scends the death of its physical body.
mean a physical body. soulless: Creatures whose souls cannot become
Hallowing, the: The ritual in which a dead physical ghosts when their physical bodies die. They resent
body is prepared for its passage beyond the Veil of those who can become ghosts and often become
Souls so that it can give strength to its owner’s soul. undead to extend their existence.
incorporeal: Able to interact with the Material True Afterlife: A place or state of being common to
Plane in a limited fashion. Incorporeality is described the ghosts who have been destroyed or succumbed to
fully in the DUNGEON MASTER’s Guide. the Calling.
life epiphany: The inspirational change upon being true death: The death of a ghost or an undead crea-
raised from the dead that allows a ghost to exchange ture.
eidolon levels for levels in Player’s Handbook character undead: A creature that is neither alive nor a ghost,
classes. usually created with necromancy.
Manifest Ward: The zone of magic around the city Undercity: The layers of ruined cities upon which
of Manifest that makes ghosts manifest fully and Manifest is built. At the bottom level of the Undercity
makes it more likely for one to appear when a person is the Veil of Souls.
dies. Veil of Souls: A magical barrier between the world
manifested fully: An incorporeal creature that has of the living and the True Afterlife. No living creature
become completely solid and able to interact with the has passed beyond it and returned. Ghosts called back
Material Plane as if it had a physical body, usually by from the True Afterlife have no memory of what is
being within the Manifest Ward. there.

222
One of the advantages of designing games in
Washington state is the ready supply of rules-knowl-
edgeable gamers. During the design and development
of the Ghostwalk campaign, we spent a whole summer
playing through two of the adventures included in the
book. This weekly minicampaign allowed us to test not
GHOSTWALK WEB only the adventures but also the game rules for the
setting. Playtester feedback helped shape the flavor of
ENHANCEMENT Manifest and its environs, and the comments we
received often offered ideas and solved problems that
the designers had overlooked.
CREDITS Unfortunately, not everything we wanted to include
Design: Sean K Reynolds would fit into the book. So without further ado, here
Editing: Penny Williams are some additional monster templates, feats, spells,
and magic items for the Ghostwalk campaign, plus an
Typesetting: Nancy Walker
adventure seed for you to develop and the full statistics
Design Manager: Ed Stark for the playtest characters. May all of these offerings
Web Production: Julia Martin enhance your players’ experiences on the other side.
Web Development: Mark A. Jindra
Graphic Design: Sean Glenn, Cynthia Fliege
Original Ghostwalk Playtesters: Jacob Bara-
NEW MONSTER
Showronek, Brandi Domkowski, Steven Domkowski,
Fabian Guttge, Michelle Hudgens, Kevin Karty,
TEMPLATES
Jonathan Koppel, Ramus Pechuel, Daniel Pogoda, Scott The following templates are new for the Ghostwalk
Quillin, Danyel Rohmann, Andreas Uhe, Andre Weber, campaign. One is an acquired template that remains in
Chad Wilson, and Brad Wyble. force only temporarily; the other is inherited.
The RPGA Ghostwalk playtesters are not listed in the product, but we
want to thank them here for their valuable feedback. BLOOD GHOUL (TEMPLATE)
A blood ghoul is a mortal creature temporarily altered
Based on the original DUNGEONS & DRAGONS® game by E.
Gary Gygax and Dave Arneson and on the new edition of the by the ingestion of a vampire’s blood. Though this act
DUNGEONS & DRAGONS game designed by Jonathan Tweet, compels the blood ghoul to serve the vampire that
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. provided it, many of these creatures actually enjoy their
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered roles and would willingly serve even without this
trademarks owned by Wizards of the Coast, Inc. The d20 logo is a compulsion. Despite their connections with vampires,
trademark owned by Wizards of the Coast, Inc. All Wizards characters,
character names, and the distinctive likenesses thereof are trademarks blood ghouls are not themselves undead, nor are they
owned by Wizards of the Coast, Inc. related in any way to the ghouls in the Monster Manual.
This material is protected under the copyright laws of the United States of America. Blood ghouls cannot propagate their own kind; each is
Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc.
created by a particular vampire. The transformation
usually lasts several days but may persist for weeks or
©2003 Wizards of the Coast, Inc. All rights reserved. Made in the U.S.A.
even months (see Spawning a Blood Ghoul, below).
This product is a work of fiction. Any similarity to actual people, organizations,
places, or events is purely coincidental.
Because they can move about freely in daylight,
blood ghouls serve as the eyes, hands, and guards of
This Wizards of the Coast game product contains no Open Game Content.
No portion of this work may be reproduced in any form without written permission. their masters. In the Ghostwalk campaign, vampires
To learn more about the Open Gaming License and the d20 System License, often dispatch blood ghouls to meet contacts and
please visit www.wizards.com/d20.
arrange deals within the city, where undead are forbid-
The Temple of Redcliff is a short D&D adventure for four 10th-level characters. Consult
the Scaling the Adventure sidebar for ways to modify the scenario
den to go. Occasionally, vampires also use such servants
for higher or lower levels of play. to protect their hidden lairs.
This scenario can be incorporated into any style of campaign. Since the adventure A blood ghoul looks the same as it did before its
takes place in an abandoned temple and includes undead creatures, any party that transformation, except that its eyes tend to gleam with
chooses to undertake the mission should include a cleric.
an eerie red glow in low-light conditions. A typical
blood ghoul has a feral and sly demeanor and adopts a
posture that bespeaks stealth.
1
A blood ghoul understands whatever languages it Ghoul Rage (Ex): This ability works exactly like a
knew before its transformation. barbarian’s rage, except that the blood ghoul wolf ’s
Strength and Constitution scores each increase by only
Sample Blood Ghoul +2, and the effect lasts for only 3 rounds. There is no
This example uses a wolf as the base creature. daily use limit for this ability, but each use of ghoul
Blood Ghoul Wolf rage subtracts one day from the template’s remaining
Medium-Size Animal duration. The blood ghoul wolf can activate this ability
Hit Dice: 2d8+6 (15 hp) of its own free will, and it tends to do so whenever it
Initiative: +2 enters combat.
Speed: 50 ft. While a blood ghoul wolf rages, its mouth froths
AC: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12 with blood and its eyes become noticeably red in any
Attacks: Bite +3 melee light. Its statistics change as follows: HD 2d8+8; hp 17;
Damage: Bite 1d6+3 AC 12, touch 10, flat-footed 10; Atk +4 melee (1d6+4,
Face/Reach: 5 ft. by 5 ft./5 ft. bite); SV Fort +7, Will +3; Str 17, Con 19.
Special Attacks: Trip Turning Sensitivity: A blood ghoul wolf
Special Qualities: Empathic link, ghoul rage, low- cannot actually be turned, but if it is in the area of a
light vision, scent, turning sensitivity turning effect that is powerful enough to turn an
Saves: Fort +6, Ref +5, Will +1 undead creature of 2 Hit Dice, it is dazed for 1 round. If
Abilities: Str 15, Dex 15, Con 17, Int 2, Wis 12, Cha 6 the turning effect would destroy an undead with 2 HD,
Skills: Hide +3, Listen +8, Move Silently +4, Spot +6, the blood ghoul wolf immediately loses the blood
Wilderness Lore +1* ghoul template and is dazed for 1 round. All the normal
Feats: AlertnessB, Weapon Finesse (bite)B effects that occur when the template ends naturally
also apply to such a premature termination.
Climate/Terrain: Any forest, hill, plains, and Scent (Ex): A blood ghoul wolf can detect
mountains approaching enemies, sniff out hidden foes, and track
Organization: Solitary, pair, or pack (7-16) by sense of smell.
Challenge Rating: 2 Skills: *A blood ghoul wolf receives a +4 racial
Alignment: Neutral bonus on Wilderness Lore checks when tracking by
Advancement: 3-5 HD (Large) scent.

A blood ghoul wolf typically serves as a guard for its Creating a Blood Ghoul
master. It neither enjoys nor dislikes the service. “Blood ghoul” is an acquired template that can be added
The eyes of a blood ghoul wolf gleam red in the to any Medium-size or smaller corporeal animal or
fading sun, and it appears leaner and hungrier than an humanoid (referred to hereafter as the base creature).
ordinary wolf. A blood ghoul has all the base creature’s statistics
and special abilities except as noted here. The transfor-
Combat mation is temporary, lasting up to 1 week per Hit Die of
A blood ghoul wolf makes effective use of its trip the vampire who provided the blood (see Spawning a
attacks in conjunction with biting. Blood Ghoul, below). The creature returns to its former
Trip (Ex): A blood ghoul wolf that hits with a bite state when the duration expires, losing all effects of the
attack can attempt to trip the opponent as a free action template.
without making a touch attack or provoking an attack Size and Type: The base creature’s size and type
of opportunity. If the attempt fails, the opponent are unchanged.
cannot react to trip the blood ghoul wolf. Special Qualities: A blood ghoul retains the all
Empathic Link (Su): A blood ghoul wolf is the base creature’s special qualities and gains those
treated as if under the effect of its vampire master’s described below.
domination ability, though only basic commands (as Empathic Link (Su): A blood ghoul is treated as if
noted in the dominate person spell description) can be under the effect of the vampire’s domination ability,
conveyed. If the vampire is killed, the blood ghoul though only basic commands (as noted in the dominate
wolf becomes confused (see the DUNGEON MASTER’s person spell description) can be conveyed. If the vampire
Guide, page 84) until the duration of the template is killed, the blood ghoul becomes confused (see the
expires. DUNGEON MASTER’s Guide, page 84) until the duration of
2
the template expires. This ability functions in the same Turning Sensitivity: Though a blood ghoul is not
way for humanoid and animal blood ghouls. undead, the vampiric blood within it recoils from the
Ghoul Rage (Ex): By drawing upon the corrupt power positive energy used to turn or destroy undead. A blood
within its body, a blood ghoul can choose to enter a ghoul cannot actually be turned, but if it is in the area
limited sort of rage. When this ability is activated, the of a turning effect that is powerful enough to turn an
creature’s mouth froths with blood, and its eyes turn undead creature of its Hit Dice, it is dazed for 1 round.
red from increased blood flow. This ability works If the turning effect would destroy an undead with the
exactly like a barbarian’s rage, except that the creature’s blood ghoul’s HD, the creature immediately loses the
Strength and Constitution scores each increase by only blood ghoul template and is dazed for 1 round. All the
+2, and the effect lasts for only 3 rounds, regardless of normal effects that occur when the template ends natu-
the blood ghoul’s Constitution modifier. There is no rally (see below) also apply to such a premature
daily use limit for this ability, but each use of ghoul termination.
rage subtracts one day from the template’s remaining Abilities: Increase from the base creature as
duration. Even animals with this template can activate follows: +2 Strength, +2 Constitution.
this ability of their own free will, and they tend to do so Feats: A blood ghoul gains Alertness as a bonus
whenever they enter combat. feat for the duration of the template.
pqqqqrs

SPAWNING A BLOOD GHOUL mum extension 1 week), or he may use it to create


To create a blood ghoul, a vampire must get the new blood ghouls.
target creature to ingest some of his undead blood. Feeding a prospective or existing blood ghoul
Creating a blood ghoul does not harm or weaken a takes 1 minute. Once the target is fed, she is nause-
vampire in any way. ated for 1 minute while the undead blood works its
The vampire can impose the template for a changes in her body. After this process is complete,
total number of weeks equal to his Hit Dice, allo- she gains the blood ghoul template and becomes a
cating that time as desired among his blood ghoul willing servant of the vampire for 1 week. Normally,
servants in increments of 1 week. For example, a this transformation is applied to already willing tar-
5-HD vampire could create up to five blood gets, or to charmed or helpless ones. If the target is
ghouls, each lasting for 1 week. Alternatively, he unwilling and able to resist, the vampire must pin
could create three blood ghouls that last 1 week her during a grapple. Once she is pinned, the vam-
each plus a fourth that lasts 2 weeks, or one blood pire can use his next attack to force her (with a suc-
ghoul that lasts 5 weeks, or any combination that cessful grapple check) to ingest his blood. Upon
adds up to 5 weeks of time. He need not create all tasting vampire blood, the target must succeed at a
his blood ghouls at once, but he must have at Will saving throw (DC equals the save DC of the
least 1 week of duration available at the time he vampire’s other special abilities) or consume his
creates a new blood ghoul; otherwise the attempt blood for the next minute. A successful saving throw
fails. Each time 1 week of a blood ghoul’s template means the vampire must try again the next round
duration passes, the vampire regains a week’s with another grapple check. This compulsion to
worth of potential duration. Thus, when the first drink blood is a mind-affecting, compulsion effect.
week of a blood ghoul’s 2-week duration has When a blood ghoul loses this template by any
elapsed, the vampire regains 1 week of potential means (either through expiration or via turning sen-
duration. sitivity; see above), she becomes fatigued. This con-
A vampire may extend the length of a blood dition persists until she gets 8 hours of complete,
ghoul’s service at any time by feeding her more of uninterrupted rest. If she was serving the vampire
his blood. Each such feeding extends the service by against her will (in other words, if ingestion of the
one week, assuming that the vampire has a week’s vampire’s blood was the only thing compelling her
worth of duration available. If he has more than 1 service), she is immediately freed from his control.
week available, he may add as many weeks as Losing the template does not, however, remove any
desired to one blood ghoul’s template through other control the vampire may exert over the former
multiple feedings, or he may divide the available blood ghoul (such as his natural domination ability
duration up among several blood ghouls (mini or a charm effect from a spell).
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3
Challenge Rating: Same as the base creature +1. Climate/Terrain: Temperate forest
Organization: Solitary, pair, or grace (3–6)
VALICORN (TEMPLATE) Challenge Rating: 2
Valicorns are the offspring of unicorns and horses or Alignment: Chaotic good
other horselike creatures. They are rare except in Advancement: 4–8 HD (Large)
forests where the unicorn population has dwindled
below the level at which it can sustain itself. In the Swiftmanes are the offspring of unicorns and wild
Ghostwalk campaign, repeated attacks by undead and horses. They often travel the Spirit Wood in pairs or
yuan-ti over the centuries have winnowed the Spirit graces. Swiftmanes sometimes serve as mounts for
Wood unicorns down to but a handful of individuals, so other protectors of the woodland.
those remaining have begun to take horses as mates.
Valicorns are normally foaled by awakened horses, but Combat
in desperate times even a normal horse may bear or sire A swiftmane usually attacks with its hornplate and
a valicorn. follows up with hoof attacks.
A valicorn resembles its horse parent, except that its Spell-Like Abilities: 3/day—detect evil; 1/day—
eyes are the color of the unicorn parent’s, and it has cure light wounds, dimension door. Caster level 5th.
slightly cloven hooves and a hard plate on its forehead Immunities (Ex): Swiftmanes are immune to all
made of the same material as a unicorn’s horn. Valicorns poisons and to charm and hold effects.
breed true with their own kind or with unicorns. Protection from Evil (Su): This ability dupli-
A valicorn’s attitude is much like that of a true cates the effects of the spell of the same name. It func-
unicorn, though it is more likely to run for help than to tions continuously, and the swiftmane cannot suppress
charge into battle with a powerful enemy. Valicorns the effect.
refuse to be tamed, although they make lasting friend- Scent (Ex): A swiftmane can detect approaching
ships with those of pure heart, just as unicorns do. enemies, sniff out hidden foes, and track by sense of
The hornplate from a valicorn’s forehead is worth up smell.
to 100 gp in some markets, and it is used for the same
purposes that unicorn horns are. Those who trade in Creating a Valicorn
such trophies are normally shunned by good creatures. “Valicorn” is an inherited template that can be added to
Valicorns understand Sylvan and Common, though any equine animal of Small to Large size (hereafter
they cannot actually speak. Most are adept at respond- referred to as the base creature). Awakened creatures of
ing through head gestures when they need to commu- these kinds may also acquire the template. Normally,
nicate with speaking creatures. the valicorn template is added only to ponies, light
horses (war or riding), or heavy horses (war or riding),
Sample Valicorn since unicorns find the idea of mating with anything
This example uses a light horse as the base creature. less horselike than these creatures repugnant.
Swiftmane (Valicorn Light Horse) A valicorn has all the base creature’s statistics and
Large Magical Beast special abilities except as noted here.
Hit Dice: 3d8+9 (22 hp) Size and Type: The creature’s type changes to
Initiative: +2 magical beast. Its size is unchanged.
Speed: 60 ft. AC: The base creature’s natural armor bonus
AC: 15 (–1 size, +2 Dex, +4 natural), touch 11, flat- increases by +1.
footed 13 Attacks: A valicorn gains an attack with its horn-
Attacks: Hornplate +3 melee and 2 hooves -3 melee plate (a kind of head-butt) in addition to the base crea-
Damage: Hornplate 1d4+2, hoof 1d4 ture’s attacks. The hornplate becomes the creature’s
Face/Reach: 5 ft. by 5 ft./5 ft. primary attack, and all other natural attacks except bite
Special Attacks: Spell-like abilities become secondary. The valicorn cannot use the horn-
Special Qualities: Immunities, low-light vision, plate attack if it also bites in the same round. The
protection from evil, scent valicorn’s hornplate is treated as a +1 magic weapon,
Saves: Fort +6, Ref +5, Will +3 though its power fades if it is removed from the valicorn.
Abilities: Str 13, Dex 15, Con 17, Int 10, Wis 14, Cha 8 Damage: The valicorn’s hornplate attack deals 1d4
Skills: Listen +9, Spot +9 points of bludgeoning damage plus the valicorn’s strength
Feats: AlertnessB bonus and the hornplate’s +1 enhancement bonus.
4
Special Attacks: A valicorn retains all the base turning check. He rolls a 15 on the d20 and adds +0 for
creature’s special attacks and gains those described his Charisma modifier and +4 for the extra use of turn-
below. ing, giving a total of 19. According to Table 8–16:
Spell-Like Abilities: 3/day—detect evil. 1/day—cure Turning Undead in the Player’s Handbook, he can turn an
light wounds, dimension door. Caster level 5th. undead with Hit Dice less than or equal to 3 + his cleric
Special Qualities: A valicorn retains all the base level, or 4 in this case. Success! He rolls his turning
creature’s special qualities and gains those described damage on 2d6 and gets a 3, to which he adds +1 for his
below. level, +0 for his Charisma modifier, and +4 for the extra
Immunities (Ex): Valicorns are immune to all poisons turning use spent. His total is 8, which is just enough to
and to charm and hold effects. affect both ghouls. They ghouls retreat on their turn,
Protection from Evil (Su): This ability duplicates the and on his next turn the cleric runs away to safety.
effects of the spell of the same name. It functions There is no limit to the number of uses of turn (or
continuously, and the valicorn cannot suppress the rebuke) you can spend to improve a single roll; the
effect. bonuses stack. The additional turning uses spent must
Abilities: Increase from the base creature as always be of the same type as the one to be improved.
follows: +2 Dexterity, +2 Constitution, +2 Wisdom, +2 For example, turn undead attempts cannot be spent to
Charisma. A valicorn has Intelligence 3d6 whether its improve one’s ability to turn fire creatures (granted by
horse parent was normal or awakened. the Water domain).
Feats: A valicorn gains Alertness as a bonus feat. You can also spend uses of your own turn ability to
Climate/Terrain: Temperate forest. aid another’s turning attempt. In that case, you grant
Organization: Solitary, pair, or grace (3-6). the recipient a +4 bonus on his turning check for every
Challenge Rating: Same as the base creature +1. daily use of your turning ability that you spend in this
Alignment: Always chaotic good. manner. To aid another’s turning attempt, you must use
Advancement: Up to 8 HD (same size as base a ready action. Uses of turn cannot be combined with
creature). rebuke attempts, and vice versa.

ELFBLOOD [GENERAL]
NEW FEATS The traits from your elven ancestry are particularly
The following additional feats are available to charac- strong.
ters in the Ghostwalk campaign. Prerequisites: Half-elf (nondrow).
Benefit: Your racial bonus on Listen, Search, and
COMBINE TURNING [DIVINE] Spot checks increases to +2. You gain an elf ’s ability to
You can combine multiple turn or rebuke attempts into notice secret doors just by passing them. Wizard is
a single, more powerful attempt. always a favored class for you, as is your highest-level
Prerequisites: Able to turn or rebuke undead class.
more than once per day.
Benefit: If you have more than one use of your
turn (or rebuke) ability remaining for the day, you can SPELLS
spend additional uses of that ability to improve your The following new spells are available to spellcasters in
chances of success on a single attempt. You decide the Ghostwalk campaign.
whether or not to combine uses of your turning ability
in this way and how many uses you want to spend CANDLELIGHT
before the turning check is rolled. For each additional Evocation [Light]
use of the ability that you spend in this manner, you Level: Brd 0, Clr 0, Drd 0, Sor/Wiz 0
gain a +4 bonus on both your turning check and your Components: V, M/DF
turning damage roll. Casting Time: 1 action
For example, suppose a 1st-level cleric with a Range: Touch
Charisma score of 10 has this feat. Confronted on a solo Target: Object touched
adventure by two ghouls (each 2 HD with +2 turn Duration: 1 hour/level
resistance), he decides to spend one additional use of Saving Throw: None
turning to improve his chances against these foes. He Spell Resistance: No
marks off two turn attempts for the day and makes a
5
You cause an object to glow like a candle, shedding DOOR TO GREAT EVIL
light in a 5-foot radius from the point you touch. The Transmutation [Teleportation]
effect is immobile, but it can be cast on a movable Level: Pal 4
object if desired. The light produced by this cantrip is Components: V, DF
not strong enough to counter or dispel any magical Casting Time: 1 action
darkness. Range: Personal or touch
Invented by the elves for use in nighttime cere- Target: You or willing paladin touched
monies, candlelight has made its way into common Duration: Instantaneous
usage. It is particularly useful to novices and appren- Saving Throw: None
tices who need to spend long hours in study. Spell Resistance: No
Arcane Material Component: A tiny candle.
This spell functions like teleport, except as noted above
DEMONIC BLOOD INFUSION and as follows. When you cast this spell, you select one
Transmutation [Chaotic, Evil] of two variants.
Level: Clr 6, Sor/Wiz 6 Send Yourself: You teleport yourself, your gear, and
Components: V, S, M your special mount (if any). You do not designate a
Casting Time: 1 action destination; you are automatically transported to the
Range: Touch nearest location on the same plane where your talents
Target: Willing creature touched as a holy soldier are needed. There is always at least one
Duration: 1 hour/level evil creature (or one creature committing an evil act) at
Saving Throw: None (see text) this location. Fighting this creature or creatures is
Spell Resistance: Yes always an appropriate action—you are not required to
parley, and killing such creatures is always justified
You grant the subject infernal power by transforming according to the rules of your faith. The encounter level
its blood into the blood of a demon. The subject gains is less than or equal to your character level minus 2;
the fiendish template and the chaotic and evil thus, if you are a 14th-level paladin, you face an
subtypes, and it becomes chaotic evil if it is not already. encounter of EL 12 or below. If you are of a race that
The creature counts as an outsider for the purpose of has a level adjustment (such as a dark elf ), use your
spells and effects that affect only certain creature effective character level instead of your actual charac-
types. However, any effect that banishes, binds, or ter level for the purpose of determining the encounter
sends away outsiders does not function against the level for this spell.
subject; instead, it simply causes demonic blood infusion Door to great evil guarantees safe arrival for you (on
to end immediately. solid ground, not within a raging fire or underwater, no
When the spell ends, all its effects terminate chance of a mishap, and so on), but it does not provide
immediately, and the target is nauseated for 1d4 you with a way to return. You do, however, have a vague
rounds. awareness of the distance traveled and know the direc-
Repeated use of this spell tends to corrupt the target tion you must go to return to the location where the
and force it to become chaotic evil if it was not already. spell was cast.
Each time demonic blood infusion is cast upon a creature Send Another: This version of the spell functions as
it must attempt a Will saving throw. Failure means the above, except that instead of teleporting yourself, you
subject becomes chaotic if it was not already. If the send another willing paladin with her gear and special
subject is chaotic but nonevil, failure causes it to mount (if any) in your place. The challenge to the
become evil. Each time the spell is used against the paladin is based on her character level, not yours. All
same creature, the DC for this saving throw increases other factors in the spell description above that refer to
by 1. “you” instead refer to the target paladin in this version.
Demonic blood infusion was invented by the followers This spell is a favorite of paladins of Aluvan and
of Orcus, who use it to boost the power of their church’s Dracanish, and of Durann to a lesser extent. Once per
mortal servants. year, many of them go on “door crusades,” in which
Material Component: A vial of demon’s blood worth senior paladins cast this spell on several paladins in a
100 gp. row, sending them to purge evil from many spots
beneath the city of Manifest.

6
FETID BREATH that is not related to skills (such as bardic knowledge,
Conjuration (Creation) class abilities, ghost powers, memories, racial bonuses,
Level: Sor/Wiz 1 and so on), nor does he gain the ability to speak or
Components: V, S, M understand any languages that the ghost knows.
Casting Time: 1 action The ghost cannot be attacked or harmed while
Range: 10 ft. bound to the target. The ghost remains completely
Area: Cone aware of its surroundings, though it cannot speak or
Duration: 1 round (see text) use any abilities (including mental communication).
Saving Throw: Fortitude negates (see text) When the spell ends, the ghost is immediately freed
Spell Resistance: Yes and appears in an area adjacent to the bearer. If the
bearer is killed by any means (even disintegrate or some
This spell functions like stinking cloud, except as noted other effect that destroys his body), the ghost is imme-
above and as follows. diately freed and appears in the bearer’s square. When
You exhale a 10-foot cone of stinking gas. Though it appears, the ghost has all the abilities it had at the
the cone persists for only 1 round, creatures who time of the binding (such as prepared spells or available
succumb to its effects are still nauseated for 1d4+1 spell slots, uses of turn undead, and so on).
rounds after leaving the area of the cone. A creature This spell was invented by members of the Piran
that has a special saving throw bonus against poison Sedestadel at the behest of the Yisa-khardomas, who
may apply that to its saving throw against this spell. sought a way to punish criminal ghosts and still let
Creatures immune to poison are unaffected by fetid them contribute to life in the city.
breath. Material Component: A silver needle and a vial of
Legends maintain that this spell was created either acid, together worth 100 gp.
by the yuan-ti or by an arcane worshipper of Khostren.
Material Component: A clove of garlic or an onion, NEW MAGIC ITEMS
which you must eat. The residents of Manifest have developed a number of
new magic items to suit their particular needs.
LEECH GHOST SKILL Blue Octopus Amulet: This item consists of a
Necromancy [Ectomancy] wooden octopus (painted blue) hanging from a leather
Level: Sor/Wiz 5 cord. In its tentacles, the octopus holds a hard, glassy
Components: V, S, M sphere filled with seawater. The amulet acts as a protec-
Casting Time: 10 minutes tion from elements (fire) spell, absorbing a total of 60
Range: Touch (see text) points of fire damage before it is rendered useless. It
Target: Ghost touched also absorbs hit point damage from horrid wilting and
Duration: 1 day/level similar attacks that work by removing or destroying
Saving Throw: Will negates moisture in the target. It provides no protection against
Spell Resistance: Yes subdual damage from thirst, since it is filled with salt-
water. Like a brooch of shielding, the amulet does not
You bind the ectoplasmic form of the target ghost onto have a fixed duration for its effect; it simply continues
another creature (hereafter called the “bearer”). The to protect its wearer until it has absorbed 60 points of
ghost clings to the bearer’s back or chest in the form of damage.
a tattoo for the duration of the spell. Leech ghost skill Caster Level: 5th; Prerequisites: Craft Wondrous Item,
binds only the ghost, not any of its equipment. protection from elements; Market Price: 1,500 gp; Weight: 1 lb.
While this ghostly tattoo is in place, the bearer may Chaniud’s Placards: These lacquered pieces of
use the ghost’s skill ranks instead of his own as desired, parchment are usually found in sets of ten. One side of
regardless of the nature of the skill. For example, a each placard bears the symbol of Chaniud the
bearer wearing a ghost rogue/wizard tattoo could use Lawkeeper (three horizontal lines below an open
the ghost’s ranks in Climb, Hide, Knowledge, Spellcraft, circle); the other side depicts a famous cleric or scholar
or any of the ghost’s other skills (including class-exclu- of Chaniud’s faith. To activate a placard, the bearer must
sive skills that the bearer does not possess) if they hold the card, speak Chaniud’s name, and ask a single
exceed his own. He still uses his own ability modifiers question as if using a commune spell. Since most of
for making skill checks. The bearer does not have access these items are created by the church of Chaniud, the
to any of the ghost’s other abilities or to any knowledge answer comes from his agents and may be colored by
7
the god’s or agent’s perspective. (Members of other can help to shape its personality. The young tree is also
faiths who create similar placards do not use Chaniud’s very vulnerable to attacks by monsters that might want
symbols or historical figures.) After the placard has to destroy or corrupt it.
answered one question, it loses all magic, and the
images on both sides fade until they are barely visible.
The creation costs and other information provided GHOSTWALK
below are for a single placard.
Caster Level: 5th; Prerequisites: Craft Wondrous Item, CHARACTERS
commune; Market Price: 875 gp; Cost to Create: 375 gp + 55 XP. The following characters were developed by the
Message Arrow: Each of these masterwork Ghostwalk playtesters for testing out the adventures
arrows has the image of a pointing hand etched into its included in the book.
head and a small wooden sleeve on its shaft that can D Antilliaros (Fully Manifested): Female
hold a single folder piece of paper. If a message is human ghost Bard 3/Eidolon 1; CR 4; Medium-size
placed into the sleeve and the arrow is fired into the air, outsider; HD 3d6 plus 1d8; hp 17; Init +1; Spd 30 ft.;
it speeds off in the direction of the intended recipient, AC 15, touch 12, flat-footed 14; Atk +3 melee (1d6, +1
who may be a specific individual or the closest person screaming bola flail*), or +6 ranged (1d6–1/[TS]3,
matching a given description, as explained in the help- masterwork shortbow with masterwork arrows); SQ
ing hand spell. Its maximum range is 5 miles. bardic knowledge +5, bardic music (countersong,
Locating a recipient who is within range takes the fascinate, inspire competence, inspire courage) 3/day,
amount of time described in the helping hand spell, darkvision 60 ft., ghost qualities, low-light vision,
based on the distance to the target. While in flight, the outsider traits; AL CN; SV Fort +1, Ref +4, Will +7;
message arrow is invisible and insubstantial, so it cannot Str 8, Dex 13, Con 11, Int 14, Wis 10, Cha 16.
harm creatures or be attacked. When it finds the Skills and Feats: Bluff +10, Decipher Script +6,
intended recipient or an appropriate match for the Diplomacy +8, Gather Information +10, Hide +5,
description it was given, the arrow strikes the ground at Intimidate +9, Knowledge (arcana) +8, Knowledge
the feet of that individual, who may then retrieve the (ghost lore*) +6, Knowledge (history) +8, Perform +10,
message from the sleeve. Once it lands, the power of Sense Motive +6; Control Visage*, Exotic Weapon
the message arrow is spent; it cannot be used in the same Proficiency (bola flail), Ghost Ride*, Iron Will.
way to send a response. Bardic Knowledge: Antilliaros may make a bardic
The message arrow cannot reach targets within a knowledge check with a bonus of +5 to see whether she
completely enclosed space, but it can accurately steer knows some relevant information about local notable
through any opening that is at least the size of an arrow people, legendary items, or noteworthy places.
slit. If the arrow cannot find the recipient or a suitable Bardic Music: Antilliaros can use her song or
match within range, or if it is prevented from reaching poetics to produce magical effects on those around her.
the target by some barrier, it returns to the creature that Countersong (Su): Antilliaros can counter magical
fired it and embeds itself near that creature’s feet, its effects that depend on sound by making a Perform
power spent and its shaft broken. check for each round of countersong. Any creature
A crossbow bolt variant of this weapon can be fired within 30 feet of her who is affected by a sonic or
from a crossbow instead of a standard bow. Either vari- language-dependent magical attack may use her
ety may be used as a masterwork item of its type if Perform check result in place of his or her saving throw
desired, though it has the normal chance for breakage if desired. Countersong lasts for 10 rounds.
or loss, and it possesses no special combat properties. Fascinate (Su): Antilliaros can cause a single creature
Caster Level: 5th; Prerequisites: Craft Wondrous Item, within 90 feet that can see and hear her to become
helping hand; Market Price: 400 gp. fascinated with her. Antilliaros’s Perform check result
is the DC for the opponent’s Will save. Any obvious
threat breaks the effect. Fascination lasts 3 rounds.
ADVENTURE SEED Inspire Competence (Su): Any ally within 30 feet who
One of the younger trees of the forest has awakened as can see and hear Antilliaros gets a +2 competence
a spirit-tree and is in need of an arboreal guardian of its bonus on skill checks with a particular skill for as long
own. Though it is much weaker than a mature tree and as he or she can hear the music.
lacks the knowledge and wisdom of any elven spirits Inspire Courage (Su): Any ally who can hear
within it, the first arboreal guardians to bond with it Antilliaros receives a +2 morale bonus on saves against
8
charm and fear effects and a +1 morale bonus on attack Spellcraft +9, Spot +3; Alertness, Ghost Flight*, Ghost
and weapon damage rolls. The effect lasts for 5 rounds Glide*, Point Blank Shot, Scribe Scroll.
after the ally can no longer hear Antilliaros. Elf Traits: Furka is immune to magic sleep spells
Ghost Qualities* (Ex): Antilliaros is a disem- and effects. He is entitled to a Search check when
bodied soul with an ectoplasmic body and ghost weak- within 5 feet of a secret or concealed door as though
ness. She is incorporeal outside of Manifest. She has no actively looking for it. He has Martial Weapon
discernable anatomy and can sense her physical body Proficiency (composite longbow, composite shortbow,
with a successful Wisdom check (DC 15). She has a +3 longbow, longsword, and rapier) as bonus feats. Furka
natural armor bonus when not incorporeal and a +4 also has a +2 racial bonus on saves against enchantment
racial bonus on Hide checks (already figured into the spells or effects and a +2 racial bonus on Listen, Spot,
statistics above). and Search checks (already figured into the statistics
Bard Spells Known (3/2; save DC 13 + spell given above).
level): 0—daze, detect magic, ghost sound, mage hand, read Familiar Benefits: Furka gains Alertness as a
magic, resistance; 1st—cause fear, charm person, mage armor. bonus feat plus the following additional benefits when
Possessions: Bullroarer (+1 silvered screaming bola his familiar is within 5 feet.
flail*), masterwork shortbow, 20 masterwork arrows, +1 Empathic Link (Su): Furka can communicate tele-
cloak of protection (as ring), 2 potions of cure moderate pathically with Silver at a distance of up to 1 mile. He
wounds, masterwork bells (musical instrument). has the same connection to an item or a place that
Description: Antilliaros is a mysterious woman Silver does.
who doesn’t reveal much about herself. She uses her Share Spells: Furka may have any spell he casts on
Control Visage feat to conceal her appearance at all himself also affect Silver if the latter is within 5 feet at
times, appearing wrapped from head to toe in an exotic the time. Furka may also cast a spell with a target of
outfit. “You” on Silver.
History and Personality: Born in Salkiria, Touch: Silver can deliver touch spells for Furka.
Antilliaros always had an inquisitive streak and a Ghost Qualities* (Ex): Furka is a disembodied
hunger for knowledge, as is appropriate for a worshiper soul with an ectoplasmic body and ghost weakness. He
of Uhanam. When she died from a fire trap while adven- is incorporeal outside of Manifest. He has no discern-
turing, her ghost appeared in Manifest, and she able anatomy and can sense his physical body with a
decided to stick around a while and learn about her successful Wisdom check (DC 15). He has a +1 natural
new form and the nature of the city of the dead. Since armor bonus when not incorporeal and a +4 racial
then, she has developed some of her ghost abilities and bonus on Hide checks (already figured into the statis-
is pursuing the Path of the Dominator. She would very tics above).
much like to acquire a set of mithral bells. Wizard Spells Prepared (5/4/3; save DC 13 +
Player: Antilliaros’ player is Jennifer Clarke Wilkes, spell level): 0—detect magic, light, mage hand, open/close,
an editor in Wizards of the Coast, Inc.’s RPG R&D read magic; 1st—mage armor, magic missile, summon undead
Department. Jennifer realized that because ghosts have I, true strike; 2nd—cat’s grace, summon undead II (2).
muted senses, they would tend to dress in bright cloth- Spellbook: 0—arcane mark, dancing lights, detect
ing, prefer loud music, and eat very spicy food. ghost*, detect magic, detect poison, disrupt undead, flare,
D Furka (Fully Manifested): Male elf ghost disrupt ectoplasm*, light, mage hand, mending, open/close,
Conjurer 3/Eidolon 1; CR 4; Medium-size outsider; HD preserve ectoplasm*, prestidigitation, ray of frost, read magic,
3d4–3 plus 1d8–1; hp 10; Init +6; Spd 30 ft.; AC 17, resistance; 1st—identify, mage armor, magic missile, obscur-
touch 16, flat-footed 11; Atk +4 melee (1d8+3/19–20, ing mist, ray of enfeeblement, shield, summon monster I,
longsword), or +4 melee (1d4+2/19–20, dagger), or +10 summon undead I*, true strike, unseen servant; 2nd—cat’s
ranged (1d8+3/[TS]3, +1 mighty [+2 Str bonus] composite grace, summon monster II, summon undead II*.
longbow with masterwork arrows); SQ darkvision 60 ft., Possessions: Shadowbolt (+1 mighty [+2 Str bonus]
elf traits, familiar benefits, ghost qualities, low-light composite longbow), 20 masterwork arrows, 20 normal
vision, outsider traits, weasel familiar (Silver); AL N; SV arrows, 20 silver arrows, longsword, 2 daggers, cloak of
Fort +0, Ref +9, Will +4; Str 15, Dex 23, Con 9, Int 16, elvenkind, elven wizard outfit, backpack, winter blanket,
Wis 8, Cha 8. wineskin, signal whistle, candle, flint & steel, 120 gp.
Skills and Feats: Alchemy +6, Concentration +4, Hide Description: Furka is a short, scrawny, androgy-
+20, Knowledge (ghost lore) +6, Knowledge (history) nous-looking elf. His hair and eyes are dark brown. He
+9, Knowledge (nature) +9, Listen +3, Search +5, prefers to dress in elven wizard garb, with flowing robes.
9
History and Personality: Born in the elven Spot +6, Tumble +12; Deflect Arrows, Dodge, Foe
homeland of Sura-Khiri, Furka appeared in Manifest Hunter (yuan-ti), Kihu-Sherem Guardian.
after he was killed in a raid by yuan-ti. Unlike many Flurry of Blows: Mellik may use the full attack
residents of the city, he doesn’t mind summoning action to make one extra attack per round with an
undead creatures to fight for him. He rarely does so in unarmed strike or a special monk weapon at his high-
the presence of city guards, however, because he knows est base attack, but this attack (and each other attack
the practice is frowned upon. made that round) takes a -2 penalty. This penalty
Player: Furka’s player is Daniel Kaufman. Daniel has applies for 1 round, so it affects attacks of opportunity
written articles on various games, and his work has Mellik might make before his next action. If armed
appeared in magazines, online, and in sourcebooks. He with a kama, nunchaku, or siangham, Mellik makes the
remembers playing D&D when the Monster Manual extra attack either with that weapon or unarmed. In
hadn’t come out yet, and he has seen Star Wars in the any case, his damage bonus on the attack with his off
theater more times than on video. (He remembers when hand is not reduced.
“A New Hope” was a mere news blurb and Solo fired Stunning Attack (Su): Once per round (but not
first.) A former employee of Wizards of the Coast, Inc., he more than four times per day), Mellik can stun a crea-
is now the Commissioning Art Director for Sabertooth ture damaged by his unarmed attacks. The foe so struck
Games. He sometimes writes screenplays about girls with must make a Fortitude saving throw (DC 16) or be
guns or plays about girls he knew in grade school, and stunned for 1 round in addition to taking normal
occasionally he spells his name with a “q.” damage from the attack. Creatures immune to critical
D Silver (Furka’s Familiar): Male weasel hits cannot be stunned with this attack.
familiar; CR —; Tiny animal; HD 1/2 d8; hp 5; Init +2; Evasion (Ex): If Mellik makes a successful Reflex
Spd 20 ft., climb 20 ft.; AC 16, touch 14, flat-footed 14; saving throw against an attack that normally deals half
Atk +6 melee (1d3–4, bite); Face/Reach 2 1/2 ft. by 2 damage on a successful save, he instead takes no
1/2 ft./0 ft.; SA attach; SQ improved evasion, low-light damage.
vision, scent; AL N; SV Fort +2, Ref +4, Will +6; Str 3, Slow Fall: When within arm’s reach of a wall,
Dex 15, Con 10, Int 7, Wis 12, Cha 5. Mellik can use it to slow his descent while falling. He
Skills and Feats: Balance +10, Climb +11, takes damage as if the fall were 20 feet shorter than it
Concentration +5, Hide +13, Move Silently +9, Spot +4; actually is.
Weapon Finesse (bite). Still Mind: Mellik gains a +2 bonus on saving
Attach (Ex): If Silver hits with a bite attack, he uses throws against spells and effects from the Enchantment
his powerful jaws to latch onto the opponent’s body and school.
automatically deals bite damage each round he remains Possessions: Masterwork silvered kama, master-
attached. When attached, he has an AC of 12. work silvered nunchaku, masterwork light crossbow,
Improved Evasion (Ex): If Silver is subjected to 20 bolts, 20 silver bolts, Theld’s Will (amulet of natural
an attack that normally allows a Reflex saving throw for armor +1), Theld’s Shield (bracers of armor +1), 4 potions of
half damage, he takes no damage if he makes a success- cure light wounds, monk’s outfit, backpack, bedroll, 50
ful saving throw and half damage even if the saving feet of silk rope, 4 vials of holy water, flint & steel.
throw fails. Description: Mellik stands more than 6 feet tall
Scent (Ex): Silver can detect approaching and is broadly built. Like all Kihu-Sherem, his eyes are
enemies, sniff out hidden foes, and track by sense of a brilliant green shade. His hair is black, but he
smell. normally shaves his head bald. He dresses in Bazareene
D Mellik: Male human Monk 4; CR 4; Medium-size fashion appropriate to his noble house, and his clothes
humanoid; HD 4d8+8; hp 26; Init +3; Spd 40 ft.; AC 18, are decorated with family markings and minor arcane
touch 16, flat-footed 15; Atk +5 melee (1d6+1, master- sigils.
work kama), or +5 melee (1d6+1, masterwork nunchaku), History & Personality: Mellik is a Kihu-
or +8 ranged (1d8/19–20, masterwork light crossbow Sherem, a specially-bred monk from a noble line
with masterwork crossbow bolts); SA flurry of blows, assigned to guard one of his family’s sorcerer females.
stunning attack 4/day; SQ evasion, fast movement, slow Unfortunately for him, she fell in love with a
fall 20 ft., still mind; AL LN; SV Fort +6, Ref +7, Will +7; commoner and fled to Manifest to escape her familial
Str 13, Dex 16, Con 14, Int 13, Wis 17, Cha 10. obligations. Mellik followed her to the city to save face
Skills and Feats: Balance +10, Hide +8, Jump +9, and his own head. Quiet but headstrong, he packs a
Knowledge (arcana) +4, Listen +8, Move Silently +8, powerful punch.
10
Player: Mellik’s player is Tyson Moyer. Tyson got fancy way of saying that he makes sure the parts for
his start at Wizards of the Coast, Inc. in 1998, when he WotC’s games that are manufactured and sold in other
started doing demos at their retail stores. He managed countries are cost-efficient and of good quality.
to survive several Pokemon mall tours as well as GEN D Traden Soulreaver: Male human Ranger
CON 2000. He hopes eventually to become the leader of 1/Rogue 3; CR 4; Medium-size humanoid; HD 1d10+1
a small but wealthy country. For now, he torments his plus 3d6+3; hp 22; Init +8; Spd 30 ft.; AC 14, touch 14,
friends and loved ones with a homebrew D&D flat-footed 14; Atk +7 melee (1d6+1/19–20, +1 short
campaign. sword) and +7 melee (1d61/19–20, +1 short sword), or +7
D Telden Fect: Male human Cleric 4; CR 4; melee (1d6+1/19–20, +1 short sword) and +7 melee
Medium-size humanoid; HD 4d8+4; hp 20; Init +1; Spd (1d6/19–20, masterwork short sword), or +7 ranged
AC 15, touch 11, flat-footed 14; Atk –3 melee (1d8/[TS]3, composite longbow); SA sneak attack +2d6;
(1d6–2/19–20, short sword); SA turn undead 8/day; AL SQ evasion, favored enemy (ghosts), traps, uncanny
LG; SV Fort +6, Ref +3, Will +9; Str 6, Dex 12, Con 12, dodge (Dex bonus to AC); AL CG; SV Fort +4, Ref +7,
Int 10, Wis 18, Cha 13. Will +1; Str 10, Dex 18, Con 12, Int 14, Wis 10, Cha 14.
Skills and Feats: Concentration +4, Diplomacy +3, Skills and Feats: Alchemy +4, Balance +6, Bluff +5,
Heal +10, Jump +8, Knowledge (local) +1, Knowledge Climb +4, Decipher Script +3, Escape Artist +7, Intuit
(religion) +6, Knowledge (the planes) +1; Divine Direction +4, Jump +2, Listen +7, Open Lock +10,
Energy Focus, Empower Turning, Extra Turning. Search +9, Spot +7, Tumble +11, Use Magic Device +6,
Cleric Spells Prepared (5/5/4; save DC 14 + spell Wilderness Lore +4; Improved Initiative, Track,
level): 0—create water, detect ghost*, detect magic, disrupt ecto- Weapon Finesse (short sword), Weapon Focus (short
plasm*, light; 1st—command, comprehend languages, doom, sword).
protection from evil†, protection from possession*; 2nd—aid†, Evasion (Ex): If exposed to any effect that
bull’s strength, hold person, lesser restoration. normally allows a character to attempt a Reflex saving
†Domain spell. Deity: Aluvan. Domains: Good (cast throw for half damage, Traden takes no damage with a
good spells at +1 caster level), Repose (death touch successful saving throw.
1/day). Favored Enemy: Traden has selected ghosts as a
Possessions: +1 studded leather armor, short sword, cloak favored enemy. He gains a +1 bonus on Bluff, Listen,
of resistance +1, pearl of power (1st level), boots of striding & Sense Motive, Spot, and Wilderness Lore checks when
springing, wand of cure light wounds (25 charges), silver using these skills against this type of creature.
holy symbol, signal whistle, backpack, bedroll, flint & Possessions: Ghost Stabber (+1 short sword), Haunt
steel, 2 torches, 7 days worth of iron rations, waterskin, Slicer (+1 short sword), masterwork short sword, compos-
large sack, belt pouch, 370 gp. ite longbow, 30 arrows, 10 silvered arrows, 3 potions of
Description: Telden is a tall, thin man in his late cure light wounds, bedroll, backpack, 50 feet of silk rope,
thirties who is beginning to show signs of his age. His fire-starting kit, 5 days of iron rations, cloak, traveler’s
strength has begun to decline, and his black hair is show- clothes, powdered chalk, thieves tools.
ing gray at the temples. But his gray eyes are still sharp Description: Traden is a tall man with a medium
and full of devotion for his god, though they fill with build, gray eyes, long black hair, and a moustache.
wrath when any undead dare to enter his field of vision. While the colors of his clothes are muted, he orna-
History & Personality: Telden was born in ments the interior of his garb with silver to reflect his
Manifest, and his mother died giving birth to him. So interest in hunting ghosts.
great was her love that she returned as a ghost and History & Personality: Traden grew up in
raised him until she succumbed to the Calling when he Salkiria and moved to Manifest with the intent of
was eight. Since his father was a cleric of Aluvan, becoming a bounty hunter for ghosts. He prefers jobs
Telden was raised in the church thereafter. When his in which his targets are actually evil, but any ghost will
father was killed by undead, Telden dedicated himself do in a pinch. Since Manifest is the hub of ghost activ-
to destroying such creatures. He is strongly supportive ity in the world, it has been only natural for him to
of the ghosts in Manifest, and he hopes that when his remain there, where he could get work easily. During
time comes to die, he can see his beloved city through his stay in Manifest, he has established a few friend-
a ghost’s eyes for a while before finally joining his ships with arboreal guardians in the Spirit Wood.
parents beyond the Veil. Player: Traden’s player is Alex Weitz. After spend-
Player: Telden’s player is Curt Gould, international ing 3 years in Wizards of the Coast, Inc.’s Customer
logistics guru for Wizards of the Coast, Inc. That’s a Service Department as the D&D rules guy, Alex
11
switched departments and now serves as the world-
wide training program manager for Organized Play. His ABOUT THE AUTHOR
job includes (or will include shortly) the training and Sean K Reynolds spends a remarkable amount of
supporting of judges for WotC card game and roleplay- time on trains, where he defeats bandits, solves
ing game events. complex mathematical equations, and shushes noisy
children. Then he wakes up. Check out his website at
*From the Ghostwalk Campaign Setting. <http://www.seankreynolds.com>.

12
The Ghostwalk Campaign Option was released only a
short time before the D&D v.3.5 rules were. This docu-
ment provides all the changes that should be made to
the book to update it for use with the new rules. A few
clarifications are included here as well.
Minor or obvious changes that a reasonable person
could determine without effort, or which have no
GHOSTWALK effect on the game mechanics of the book, have been

UPDATE FOR omitted unless entire sections are being replaced. Such
changes include the following.
D&D V.3.5 • The number of 5-foot squares corresponding to a crea-
ture’s speed,
• A separate attack entry for any monster that has only
one attack form, or whose full attack is identical to its
CREDITS normal attack,
• Changing “Face/Reach” to “Space/Reach” in cases
Design: Sean K Reynolds
where the corresponding numbers remain the same,
Editing: Penny Williams • Changing a spell’s casting time from “1 action” to “1
Typesetting: Nancy Walker standard action,”
Cartography: Dennis Kauth and Rob Lazzaretti • Changing a magic item’s “Market Price” to “Price,” and
Design Manager: Ed StarK so forth. Changes such as these are left in the reader’s
Web Production Julia Martin hands. All other pertinent adjustments, however, are
Web Development: Mark A. Jindra given here.
Graphic Design: Sean Glenn, Cynthia Fliege
Also included with this document is a map that was
Based on the original DUNGEONS & DRAGONS® game by E.
dropped from the book for space reasons. With this
Gary Gygax and Dave Arneson and on the new edition of the bonus map and the changes indicated here, your Ghost-
DUNGEONS & DRAGONS game designed by Jonathan Tweet, walk campaign can be better than ever before. So get out
Monte Cook, Skip Williams, Rich Baker, and Peter Adkison. your pen and start marking these changes in your book!
D&D, DUNGEONS & DRAGONS, and DUNGEON MASTER are registered trademarks owned
by Wizards of the Coast, Inc. The d20 logo is a trademark owned by Wizards of the UPDATES FOR D&D V.3.5
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses
thereof are trademarks owned by Wizards of the Coast, Inc. Page 5, Sorcerers:
This material is protected under the copyright laws of the United
Change “Tereppek” to “Bazareene.”
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited
without the express written permission of
Page 8:
Wizards of the Coast, Inc. Change the “Oral” heading to “Hunger.”
©2003 Wizards of the Coast, Inc.
All rights reserved. Page 9, Thirst Trait:
Made in the U.S.A.
Change “Similar to the oral trait” to “Similar to the
This product is a work of fiction.
Any similarity to actual people, organizations, places,
hunger trait.”
or events is purely coincidental.

This Wizards of the Coast game product contains no Open Game Content.
Page 17, Eidolon:
No portion of this work may be reproduced in any form without Class Skills: Delete “Intuit Direction (Wis).”
written permission. To learn more about the Open Gaming License
and the d20 System License,
please visit www.wizards.com/d20. Page 18, Eidoloncer:
For more DUNGEONS & DRAGONS articles, adventures, and information, Class Skills: Delete “Scry (Int).”
visit www.wizards.com/dnd

Page 19, Arboreal Guardian:


Requirements: Delete “Intuit Direction 5 ranks.”
Change “Wilderness Lore” to “Survival.”
1
Class Skills: Replace entry with “The arboreal guard- Page 28, Scry:
ian’s class skills (and the key ability for each skill) are Climb Though Scry is no longer a separate skill, all of the
(Str), Concentration (Con), Craft (Int), Diplomacy (Cha), information here applies to the new scrying rules.
Heal (Wis), Handle Animal (Cha), Hide (Dex), Jump (Str),
Knowledge (nature) (Int), Listen (Wis), Move Silently Page 28, Wilderness Lore:
(Dex), Spot (Wis), Survival (Wis), and Swim (Str). See Chap- Change “Wilderness Lore” to “Survival.”
ter 4: Skills in the Player’s Handbook for skill descriptions.”
Page 29, Corrupt Arcane Studies:
Page 20, Natural Armor (Ex): Add to the end of the last sentence “(sorcerers do
Change “gains a natural armor bonus to her Armor not recover spent spell slots for 24 hours).”
Class” to “gains an enhancement bonus to her existing
natural armor bonus.” Page 30, Diehard:
Use the version of this feat presented in the Player’s
Page 21, Bone Collector: Handbook.
Requirements: Change “Alchemy” to “Craft
(Alchemy).” Page 31, Empower Turning:
Class Skills: Delete “Alchemy.” Change “+2d6” to “+1d6.”

Page 23, Bone Collector Spell List: Page 31, Enervating Touch:
Change “invisibility to undead” to “hide from undead.” Add to the end of the first paragraph of the Benefits
Change “endurance” to “bear’s endurance.” section: “You may use this attack once per day per char-
Change “negative energy protection” to “death ward.” acter level.”
Add “false life” to the 2nd-level spell list.
Page 32, Extra Favored Enemy:
Page 23, Deathwarden Chanter: Like class-based favored enemy bonuses, the
Requirements: Change “Perform (sing)” to “Per- bonuses granted by this feat increase in increments of
form (sing) 1 rank.” +2. When you use this feat to gain a new favored
Class Skills: Delete “Scry (Int).” enemy, you get only a +2 bonus against that enemy.
You do not get the extra +2 bonus (which can be allo-
Page 24, Great Rune: cated anywhere) that you would get for gaining a new
Change “His level + Wisdom modifier determines favored enemy by level increase.
how many runes he can choose from at any given time” Change “Initially, you gain the standard +1 bonus”
to “His level plus Wisdom modifier determines which to “Initially, you gain the standard +2 bonus.”
runes he can choose.” (That is, you cannot choose a Delete “(by +1 at 5th, 10th, 15th, and 20th ranger
rune from the table if your class level + Wisdom modi- level).”
fier isn’t high enough.) Change “For example, suppose you select goblinoids
as your first favored enemy when you are a 1st-level
Page 25, Thunder Rune: ranger and magical beasts as your second when you
Change the duration of the deafness effect to 1 hour. reach 5th level. Then you take Extra Favored Enemy as
your feat at 6th level and select aberrations. At this
Page 26, Ghost Slayer: point, you have a +2 bonus against goblinoids and a +1
Requirements: Change “Ghost Fighting” to bonus against both magical beasts and aberrations.
“Incorporeal Target Fighting.” When you reach 10th level, your bonuses rise to +3
against goblinoids and +2 against magical beasts and
Page 27, Alchemy: aberrations” to “For example, suppose you select gobli-
Change “Alchemy” to “Craft (Alchemy).” noids as your first favored enemy when you are a 1st-
level ranger and magical beasts as your second when
Page 27, Intuit Direction: you reach 5th level. You choose to allocate your extra
This skill has been subsumed into the Survival skill. +2 bonus against goblinoids, giving you a +4 bonus
All the functions described here can be performed with against goblinoids and a +2 bonus against magical
Survival checks at the same DCs. beasts. Then you take Extra Favored Enemy as your feat
2
at 6th level and select aberrations. At this point, you Remove “negative energy protection.”
have a +4 bonus against goblinoids and a +2 bonus Page 49, New Magic, 6th-Level Sorcerer/
against both magical beasts and aberrations. When you Wizard Spells:
reach 10th level, you choose monstrous humanoids as Mark the spell “sherem transformation” with a super-
your new favored enemy and allocate your extra +2 to script F.
goblinoids. Now your bonuses are +6 against gobli-
noids and +2 against magical beasts, aberrations, and Page 62, Absorbing Property:
monstrous humanoids.” Add “Moderate abjuration;” before “Caster Level.”

Page 34, Gift of Tongues: Page 62, Death Ward Property:


Change “Innuendo” to “Bluff.” Add “Faint necromancy;” before “Caster Level.”
Change “Market Price: +2 bonus” to “Price +10,000 gp.”
Page 35, Green Bond:
Change “Wilderness Lore” to “Survival.” Page 62, Energy Drain Property:
Add “This attack may be used once per day.” after “(if
Page 37, Natural Spell: shield).”
Use the version of this feat presented in the Player’s Add “Moderate necromancy;” before “Caster Level.”
Handbook. Change “Market Price: +2 bonus” to “Price +10,000 gp.”

Page 37, Nauseating Touch: Page 62, Ghost Disrupting Property:


Add to the end of the first paragraph of the Benefits Add “Faint necromancy;” before “Caster Level.”
section: “You may use this attack once per day per char- Change “Market Price: +2 bonus” to “Price +3,600 gp.”
acter level.”
Page 62, Negative Energy Protection
Page 38, Saddleback: Property:
Delete this entry. Since Skill Focus now gives a +3 Replace the first paragraph of the item description
bonus on any single skill, this feat is no longer necessary. with “Armor enhanced by this special ability grants the
wearer protection against level-draining attacks as
Page 39, Twin Sword Style: though via a death ward spell. Each day, the protection
Delete this entry and use the Two-Weapon Defense activates the first time the wearer is exposed to such an
feat from the Player’s Handbook instead. attack and lasts for 5 rounds.”
Add “Moderate necromancy; before “Caster Level.”
Page 40, Spells: Change “negative energy protection” to “death ward”.
Change “change self” to “disguise self.” Change “Market Price: +2 bonus” to “Price +6,000 gp.”

Page 41, Sympathy: Page 62, Undead Controlling Property:


Change the name of this spell to “sympathetic vibra- Use the version of this magic item property pre-
tion.” sented in the Dungeon Master’s Guide.

Page 42, Oil of Timelessness: Page 62, Undead Disrupting Property:


Change the name of this item to “unguent of timelessness.” Add “Faint necromancy;” before “Caster Level.”
Change “Market Price: +2 bonus” to “Price: +3,600 gp.”
Pages 45–49, New Magic:
Mark the following spells wherever they appear Page 63, Breastplate of Kaltar:
with a superscript M: death armor, dispel possession, Add “Strong necromancy;” before “Caster Level.”
glyph of turning, raise ghost, sherem transformation, Change “Market Price: 25,350 gp” to “Price 50,350 gp.”
undeath to death. Change “Cost to Create: 12,850 gp + 1,000 XP” to
“Cost 25,350 gp + 2,000 XP.”
Page 48, Ectomancy spell list (in sidebar):
Change “invisibility to undead” to “hide from undead.” Page 63, Holoran’s Chainmail:
Change “symbol (death only)” to “symbol of death.” Add “Moderate necromancy;” before “Caster Level.”
3
Change “negative energy protection” to “death ward.” Page 65, Due Process:
Page 63, Ghost Bane Property: Change “This +2 lawful longsword” to “This +2
Add “Moderate conjuration;” before “Caster Level.” axiomatic longsword.”
Change “Market Price: +2 bonus” to “Price +1 Add “Moderate evocation (lawful);” before “Caster Level.”
bonus.”
Page 65, Fate of the Undevoured:
Page 63, Merciful Property: Add “Moderate conjuration;” before “Caster Level.”
Use the version of this magic item property pre- Change “Market Price: 18,315 gp” to “Price 8,310 gp.”
sented in the Dungeon Master’s Guide. Change “Cost to Create: 9,315 gp + 720 XP” to “Cost
4,310 gp + 320 XP.”
Page 64, Snakebiter Property:
Add “Moderate conjuration” before “Caster Level.” Page 65, First Thaw:
Change “Market Price: +2 bonus” to “Price +1 Remove “(cold)” after endure elements.
bonus.” Add “Moderate evocation;” before “Caster Level.”

Page 64, Screaming Property: Page 65, Kihanam’s Mace:


Add “Moderate evocation;” before “Caster Level.” Add “Moderate necromancy;” before “Caster Level.”

Page 64, Torturous Property: Page 66, Kisses of Traagash:


Add “Moderate necromancy;” before “Caster Level.” Add “Moderate conjuration;” before “Caster Level.”
Change “Market Price: 366 gp” to “Price 166 gp.”
Page 64, Truesilver Property: Change “Cost to Create: 186 gp + 15 XP” to “Cost 86
Add “No aura (nonmagical);” before “Caster Level.” gp + 7 XP.”
Change “Market Price: +1 bonus” to “Price +1,000 gp.”
Page 66, Mace of Undead Prowess:
Page 64, Vampiric Property: Add “Moderate necromancy (good)” before “Caster
Add “Moderate necromancy;” before “Caster Level.” Level.”

Page 65, Venomous Property: Page 66, Maladur’s Warhammer:


Add “Moderate necromancy;” before “Caster Level.” Add “Strong conjuration;” before “Caster Level.”

Page 65, Banisher of Nightmares: Page 66, Oathkeeper:


Add “Moderate conjuration;” before “Caster Level.” Add “Faint necromancy;” before “Caster Level.”
Change “Market Price: 18,310 gp” to “Price 8,310 gp.”
Change “Cost to Create: 9,310 gp + 720 XP” to “Cost Page 66, Paladincutter:
4,310 gp + 320 XP.” Add “Moderate evocation (evil);” before “Caster
Level.”
Page 65, Bonecrushers:
Add “Moderate conjuration;” before “Caster Level.” Page 66, Patient Lesson:
Change “Market Price: 366 gp” to “Price 166 gp.” Add “Faint conjuration;” before “Caster Level.”
Change “Cost to Create: 186 gp + 15 XP” to “Cost 86
gp + 7 XP.” Page 66, Rapid Wrath:
Add “Moderate evocation;” before “Caster Level.”
Page 65, Bone Sword:
Add “Moderate necromancy;” before “Caster Level.” Page 66, Sharkjaw:
Change “Market Price: 18,310 gp” to “Price 8,310 gp.” Add “Moderate evocation;” before “Caster Level.”
Change “Cost to Create: 9,310 gp + 720 XP” to “Cost
4,310 gp + 320 XP.” Page 66, Slaying Arrow:
This item has the same aura, caster level, prerequi-
Page 65, Crash: sites, market price, and cost as the slaying arrow in the
Add: “Moderate evocation;” before “Caster Level.” Dungeon Master’s Guide.
4
Page 66, Spiritwarder: Page 70, Diamond Eye Circlet:
Add “Faint abjuration;” before “Caster Level.” Add “Faint divination;” before “Caster Level.”

Page 66, War’s Armor: Page 70, Dracanite Helm:


Add “Faint transmutation;” before “Caster Level.” Add “Faint abjuration;” before “Caster Level.”

Page 66, War’s Craft: Page 70, Driftwood Amulet:


Add “Moderate abjuration;” before “Caster Level.” Add “Faint abjuration;” before “Caster Level.”

Page 67, Oil of Animate Dead: Page 71, Durann’s Vestment:


Add “Moderate necromancy;” before “Caster Level.” Add “Moderate conjuration;” before “Caster Level.”

Page 67, Bone Ring: Page 71, Enemy Spirit Pouch:


Add “Moderate abjuration;” before “Caster Level.” Change the second paragraph to “A ranger whose
Change “negative energy protection” to “death ward.” favored enemy matches that of the enemy spirit pouch
is treated as if his bonus against that type of favored
Page 63, Ring of Manifesting: enemy were +2 greater than normal.”
Add “Faint transmutation;” before “Caster Level.” Add “Faint divination;” before “Caster Level.”

Page 68, Staff of the Bonefriend: Page 71, Feather Mask:


Add “Moderate necromancy;” before “Caster Level.” Add “Moderate conjuration;” before “Caster Level.”

Page 68, Staff of Ectoplasm: Page 71, Figurines of Wondrous Power:


Add “Moderate conjuration;” before “Caster Level.” Add “Moderate transmutation;” before “Caster
Level.”
Page 69, Staff of Skulls:
Add “Strong necromancy (evil);” before “Caster Page 71, Flesh of Orcus:
Level.” Add “Moderate necromancy (evil);” before “Caster
Level.”
Page 69, Staff of Undead Slaying:
Add “Strong necromancy;” before “Caster Level.” Page 71, Glove of the Master Strategist:
Add “Faint transmutation;” before “Caster Level.”
Page 70, Blood of Orcus:
Add “Strong necromancy (evil);” before “Caster Level.” Page 72, Green Tooth Necklace:
Change “ring of minor elemental resistance” to “ring of
Page 70, Bloodsweets: minor energy resistance.”
Add “Faint necromancy;” before “Caster Level.” Add “Moderate abjuration;” before “Caster Level.”
Change “protection from elements” to “protection from energy”.
Page 70, Chain of Tephaneron:
Add “Moderate transmutation;” before “Caster Page 72, Ioun Stone (Clear Teardrop):
Level.” Add “Faint divination;” before “Caster Level.”

Page 70, Chains of Shield Other: Page 72, Lawkeeper’s Lock:


Add “Faint abjuration;” before “Caster Level.” Add “Moderate conjuration;” before “Caster Level.”

Page 70, Ghost Prison: Page 72, Living Mask:


Add “Moderate necromancy;” before “Caster Level.” Add “Faint illusion;” before “Caster Level.”
Change “change self” to “disguise self.”
Page 70, Cloak of Blackflame:
Add “Moderate necromancy;” before “Caster Level.” Page 72, Mithral Bells:
Change “negative energy protection” to “death ward.” Add “Faint evocation;” before “Caster Level.”
5
Page 72, Necklace of Skulljewels: Page 83, Galaedros:
Add “Moderate conjuration (evil);” before “Caster In the third paragraph of Galaedros’s entry, remove
Level.” “Rangers of Galaedros may use their ambidexterity and
two-weapon fighting class features with their quarter-
Page 72, Nessek’s Crown: staffs.”
Change “ring of minor elemental resistance” to “ring of
minor energy resistance.” Page 103, Typical Tardane Agent:
Add “Faint abjuration;” before “Caster Level.” Add “Base Atk +3; Grp +3” before “Atk.”
Change “protection from elements” to “protection from Change “Alchemy” to “Craft (alchemy).”
energy.” Change “Scry” to “Decipher Script.”

Page 72, Phaant’s Luckstone: Page 141, Bard:


Add “Moderate divination;” before “Caster Level.” Change “Salkirian bards may choose bola flail (see
the Equipment section) as their free bonus weapon
Page 72, Phasestone: proficiency” to “A Salkirian bard gains Exotic Weapon
Add “Strong necromancy;” before “Caster Level.” Proficiency (bola flail) as a bonus feat.”

Page 73, Pouch of Purest Earth: Page 153, Ranger:


Add “Moderate abjuration;” before “Caster Level.” Change “Thurka rangers still prefer the greatsword
and so rarely exercise the two-weapon fighting style
Page 73, Skullmarble: common to rangers of other lands” to “Because they
Add “Faint necromancy;” before “Caster Level.” prefer greatswords (which are two-handed weapons that
preclude using the two-weapon combat style), Thurka
Page 73, Wanderer’s Boots: rangers usually pursue the archery combat style.”
Add “Faint transmutation;” before “Caster Level.”
Page 157, Artaaglith:
Page 73, White Robe of the Ghostwarden: Add “Extraplanar” to the subtypes.
Add “Faint conjuration and enchantment;” before AC: Add “touch 11, flat-footed 17.”
“Caster Level.” Above Attacks entry, add “Base Attack/-
Change “change self” to “disguise self.” Grapple: +5/+7.”
Spell-Like Abilities: Add save DCs as follows:
Page 73, The Seven Crowns: cause fear (DC 12), death knell (DC 13), stinking cloud (DC
Change “ring of minor elemental resistance (fire)” to 14). Change “These abilities are as the spells cast by a
“ring of minor energy resistance (fire).” 5th-level cleric” to “Caster level 5th. The save DCs are
Add “Strong abjuration;” before “Caster Level.” Charisma-based.”
Skills: Replace entry with “Concentration +10,
Page 73, Starfire: Heal +10, Jump +10, Knowledge (arcana) +9, Knowl-
Add “Strong evocation (good);” before “Caster edge (religion) +9, Knowledge (the planes) +9, Listen
Level.” +10, Spellcraft +11, Spot +10.”
Add “Typical Cleric Spells Prepared (5/5/4/2; save DC
Page 81, Dracanish (illustration): 12 + spell level): 0—detect magic (2), read magic (2), resist-
The symbol of Dracanish should look like a man’s ance; 1st—cure light wounds, divine favor, entropic shield,
profile in metallic bronze (like on a coin) on a black inflict light wounds, protection from good*; 2nd—black
background. lungs, bull’s strength, desecrate*, spiritual weapon; 3rd—
death lock, magic circle against good*. *Domain spell.”
Page 82, Eanius:
In the third paragraph of Eanius’s entry, remove Page 158, Creating a Bonesinger:
“Rangers of Eanius may use their ambidexterity and Change “Bonesinger is a template” to “Bonesinger is
two-weapon fighting class features with their quarter- an acquired template.”
staffs.” Above Hit Dice entry, add “Size and Type: The
creature’s type changes to undead. Do not recalculate
6
Hit Dice, hit points, base attack bonus, saves, or skill Above Attacks entry, add “Base Attack/-
points. Size is unchanged.” Grapple: +0/-6.”
Skills: Delete “Move Silently +6, Spot +8, Tumble +6.”
Page 159, Sample Bonesinger: Feats: Change “Weapon Finesse (bite)” to
Change “Medium-Size Undead” to “Medium “Weapon FinesseB.”
Undead (Augmented Humanoid).”
AC: Add “touch 11, flat-footed 16.” Page 161, Ectoplasmic Vermin (Medium):
Above Attacks entry, add “Base Attack/Grap- AC: Add “touch 12, flat-footed 11.”
ple: +2/+2.” Above Attacks entry, add “Base Attack/Grap-
Special Qualities: Change “Bardic music” to ple: +1/+1.”
“Bardic music (countersong, fascinate, inspire compe- Skills: Delete “Move Silently +6, Spot +8, and
tence, inspire courage +1).” Change “Bardic knowl- Tumble +6.”
edge” to “Bardic knowledge +5.” Feats: Change “Weapon Finesse (bite)” to
Abilities: Change “Con 8” to Con —.” “Weapon FinesseB.”
Saves: Change “Fort +1” to “Fort +2.”
Skills: Replace entry with “Balance +5, Bluff +8, Page 162, Ectoplasmic Vermin , Light
Concentration +8, Diplomacy +8, Intimidate +4, Jump Sensitivity:
+4, Knowledge (arcana) +5, Listen +7, Move Silently –9, Replace entry with “Light Sensitivity (Ex):
Perform (sing) +11, Sense Motive +7, Spellcraft +5, Ectoplasmic vermin are dazzled in sunlight or within
Tumble +7, Use Magic Device +8.” the radius of a daylight spell. They usually flee from
Singing Bones: Change “giving it a +2 bonus on such areas.”
all Perform checks” to “giving it a +3 bonus on all Per-
form (sing) checks.” Page 162, Fire Spectre:
AC: Add “touch 14, flat-footed 12; when manifested
Page 160, Dread Ram: fully: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12.”
AC: Add “touch 9, flat-footed 13.” Above Attacks entry, add “Base Attack/Grap-
Above Attacks entry, add “Base Attack/- ple: +2/—; when manifested fully: +2/+2.”
Grapple: +3/+11.” Speed: Change “40 ft.” to “Fly 40 ft. (perfect).”
Change “Face/Reach: 5 ft. by 10 ft./5 ft.” to Breath Weapon: Change save DC to 14. Add
“Space/Reach: 10 ft./5 ft.” “The save DC is Charisma-based.”
Special Qualities: Delete “undead bulk.” Burn: Change save DC to 14. Add “The save DC is
Skills: Replace entry with “Jump +9, Spot +4.” Charisma-based.”
Feats: Add Power Attack. Skills: Replace entry with “Diplomacy +4, Hide
Breath Weapon: Change save DC to 13. Add +10, Intimidate +10, Listen +8, Search +10, Sense +8,
“The save DC is Charisma-based.” Spot +8.”
Frightful Presence: Change save DC to 13. Add Feats: Change “Combat Reflexes” to “Combat
“The save DC is Charisma-based.” ReflexesB.” Change “Improved Initiative” to “Improved
Undead Bulk: Delete entry. InitiativeB.”
Trample: Change the save DC to 17. Add “The
save DC is Strength-based.” Page 164, Ghost:
Creating a Ghost: Change ““Ghost” is a tem-
Page 161, Ectoplasmic Vermin (Tiny): plate” to ““Ghost” is an acquired template.”
AC: Add “touch 14, flat-footed 12.” Above Speed entry, add “Size and Type: The crea-
Above Attacks entry, add “Base Attack/Grap- ture’s type changes to outsider (augmented humanoid,
ple: +0/–12.” extraplanar, incorporeal). Do not recalculate Hit Dice,
Skills: Delete “Move Silently +6, Spot +8, Tumble +6.” hit points, base attack bonus, saves, or skill points. Size
Feats: Change “Weapon Finesse (bite)” to is unchanged.”
“Weapon FinesseB.”
Page 165, Ghost:
Page 161, Ectoplasmic Vermin (Small): Sense Physical Body: Change “Intuit Direction”
AC: Add “touch 13, flat-footed 11.” to “Survival.”
7
8
Sample Ghost: Replace entire sample ghost with Level Adjustment: +0
the following.
Page 165, Ghosteater:
DWARF, 1ST-LEVEL WARRIOR AC: Replace entry with “14 (+2 Dex, +2 deflection),
Medium Outsider (Dwarf) (Augmented touch 14, flat-footed 12
Humanoid, Extraplanar, Incorporeal) When manifested fully: 14 (+2 Dex, +2 natural),
Hit Dice: 1d8+2 (6 hp) touch 12, flat-footed 12.”
Initiative: +0 Above Attacks entry, add “Base Attack/Grap-
Speed: 20 ft. (4 squares), fly 20 ft. (good) ple: +3/—
When manifested fully: 20 ft. in scale mail (4 squares) When manifested fully: “Base Attack/-
Armor Class: 11 (+1 deflection), touch 11, flat- Grapple: +3/+3.”
footed 11 Add “Attack: Incorporeal touch +5 melee (1d4
When manifested fully: 17 (+4 scale mail, +2 heavy Wisdom)
shield, +1 natural), touch 10, flat-footed 17 When manifested fully: Touch +5 melee (1d4
Base Attack/Grapple: +1/— Wisdom).”
When manifested fully: +1/+2 Add “Full Attack: 2 incorporeal touches +5 melee
Attack: — (1d4 Wisdom)
When manifested fully: Dwarven waraxe +3 melee When manifested fully: 2 touches +5 melee (1d4
(1d10+1/3) or light crossbow +1 ranged (1d8/19–20) Wisdom) and bite +0 melee (2d4).”
Full Attack: — Remove Damage entry.
When manifested fully: Dwarven waraxe +3 melee Skills: Change “Knowledge (arcana) +7” to Knowl-
(1d10+1/3) or light crossbow +1 ranged (1d8/19–20) edge (arcana) +5.”
Space/Reach: 5 ft./5 ft. Feats: Change “Alertness” to “Alertness B” and
Special Attacks: Dwarf traits “Incorporeal Form” to “Incorporeal FormB.”
Special Qualities: Darkvision 60 ft., disembodied
soul, dwarf traits, ectoplasmic body, ghost weakness, Page 165, Ghosteater, Ethereal Jaunt:
incorporeal traits, low-light vision, no discernable Add “Caster level 13th.”
anatomy, sense physical body
When manifested fully: Darkvision 60 ft., disem- Page 166, Monstrous Vampire:
bodied soul, dwarf traits, ectoplasmic body, ghost weak- Creating a Monstrous Vampire: Change
ness, low-light vision, no discernable anatomy, sense “Monstrous vampire is a template” to “Monstrous vam-
physical body pire is an acquired template.”
Saves: Fort +4, Ref +0, Will –1 Delete “beast” from list of monster types to which
Abilities: Str —, Dex 11, Con 14, Int 10, Wis 9, Cha 6 the template can be applied.
When manifested fully: Str 13 Before Sample Monstrous Vampire section, add
Skills: Appraise (stone or metal items) +2, Craft “Size and Type: The creature’s type changes to
(blacksmithing) +2, Craft (stonemasonry) +2, Hide +4, undead (augmented aberration, animal, dragon, fey,
Listen +1, Spot +1 giant, humanoid, magical beast, monstrous humanoid,
When manifested fully: Hide –2 or vermin). Do not recalculate base attack bonus, saves,
Feats: Weapon Focus (dwarven waraxe) or skill points. Size is unchanged.”
Environment: Temperate mountains Hit Dice: Increase all current and future Hit Dice
Organization: Solitary, pair, team (3-4), squad (11- to d12s.
20 plus 2 3rd-level sergeants and 1 leader of 3rd-6th
level), or clan (30-100 plus 30% noncombatants plus 1 Page 166, Monstrous Vampire:
3rd-level sergeant per 10 adults, 5 5th-level lieutenants, Replace sample monstrous vampire entry with the
and 3 7th-level captains) following.
Challenge Rating: 1
Treasure: Standard coins; double goods; standard
items
Alignment: Often lawful good
Advancement: By character class
9
SAMPLE MONSTROUS VAMPIRE Combat
YUAN-TI ABOMINATION This vampire’s slam attack is treated as a magic weapon
for the purpose of overcoming damage reduction. The
Large Undead DC is 20 for the Will save against this vampire’s domi-
(Augmented Monstrous Humanoid)
nation ability, and for the Fortitude save to remove a
Hit Dice: 9d12 (58 hp)
negative level caused by its energy drain.
Initiative: +7
Aversion (Sp): A yuan-ti abomination can psioni-
Speed: 30 ft. (6 squares), climb 20 ft., swim 20 ft.
cally create a compulsion effect targeting one creature
Armor Class: 32 (-1 size, +3 Dex, +16 natural, +2 mas-
within 30 feet. The target must succeed on a DC 20
terwork heavy shield, +1 bracers of armor +1, +1 deflec-
Will save or gain an aversion to snakes for 10 minutes.
tion [ring of protection +1]), touch 12, flat-footed 29
Affected creatures must stay at least 20 feet away from
Base Attack/Grapple: +9/+20
any snake or yuan-ti, alive or dead; if already within 20
Attack: Masterwork scimitar +16 melee (1d8+7/18–20)
feet, they move away. A subject unable to move away,
or masterwork composite longbow (+4 Str bonus) +12
or one attacked by snakes or yuan-ti, is overcome with
ranged (2d6+4/3) or slam +15 melee (1d8+7 plus
revulsion. This revulsion reduces the creature’s Dexter-
energy drain)
ity score by 4 points until the effect wears off or the
Full Attack: Masterwork scimitar +16/+11 melee
subject is no longer within 20 feet. This ability is other-
(1d8+7/18-20) and bite +10 melee (2d6+3 plus poison)
wise similar to antipathy as the spell (caster level 16th).
or masterwork scimitar +16/+11 melee (1d8+7/18-20)
The save DC is Charisma-based.
and slam +10 melee (1d8+3 plus energy drain) or mas-
Constrict (Ex): An abomination deals 1d6+10
terwork composite longbow (+4 Str bonus) +12/+7
points of damage with a successful grapple check.
ranged (2d6+4/3)
Improved Grab (Ex): To use this ability, an
Space/Reach: 10 ft./10 ft.
abomination must hit a Large or smaller creature with
Special Attacks: Aversion, blood drain, children of the
its bite attack. It can then attempt to start a grapple as a
night, constrict 1d6+10, create spawn, energy drain, domi-
free action without provoking an attack of opportunity.
nate, improved grab, poison, produce acid, spell-like abilities
If it wins the grapple check, it establishes a hold and
Special Qualities: Alternate form (vampire and
can constrict.
yuan-ti abilities), chameleon power, damage reduction
Poison (Ex): Injury, Fortitude DC 14, initial
10/silver and magic, darkvision 60 ft., detect poison, fast
and secondary damage 1d6 Con. The save DC is
healing 5, gaseous form, resistance to cold 10 and elec-
Constitution-based.
tricity 10, scent, spell resistance 18, spider climb, turn
Produce Acid (Sp): An abomination has the psi-
resistance +4, undead traits, vampire weaknesses
onic ability to exude acid from its body, dealing 3d6
Saves: Fort +3, Ref +11, Will +12
points of acid damage to the next creature it touches,
Abilities: Str 25, Dex 17, Con —, Int 22, Wis 22, Cha 22
including a creature hit by its bite attack. If the yuan-ti
Skills: Bluff +14, Climb +14, Concentration +18, Craft
is grappling, constricting, or pinning a foe when it uses
or Knowledge (any two) +18, Hide +18*, Listen +28,
this power, its grasp deals 5d6 points of acid damage.
Move Silently +22, Search +14, Sense Motive +14, Spot
The acid becomes inert when it leaves the yuan-ti’s
+28, Swim +15
body, and the yuan-ti is immune to its effects.
Feats: AlertnessB, Blind-FightB, Combat Expertise,
Spell-Like Abilities: At will—animal trance (DC
Combat ReflexesB, Dodge, Improved Initiative, Light-
18), entangle (DC 17); 3/day—deeper darkness, neutralize
ning ReflexesB, Mobility
poison (DC 20), suggestion (DC 19); 1/day—baleful poly-
Environment: Warm forests
morph (DC 21; into snake form only), fear (DC 20).
Organization: Solitary, pair, gang (3–4), troupe
Caster level 10th. The save DCs are Charisma-based.
(2–13 purebloods, 2–5 halfbloods, and 2–4 abomina-
Chameleon Power (Sp): A yuan-ti abomination
tions), or tribe (20–160 purebloods, 10–80 halfbloods,
can psionically change the coloration of itself and its
and 10-40 abominations)
equipment to match its surroundings, granting it a +10
Challenge Rating: 9
circumstance bonus on Hide checks.
Treasure: Double standard
Skills: The abomination receives a +8 racial bonus on
Alignment: Usually chaotic evil
Climb checks and can always choose to take 10 on
Advancement: By character class
Climb checks, even if rushed or threatened. A yuan-ti
Level Adjustment: +15
abomination has a +8 racial bonus on any Swim check
10
to perform some special action or avoid a hazard. It can Combat
always choose to take 10 on a Swim check, even if dis- This mumia prefers to strike at a distance with its bow,
tracted or endangered. It can use the run action while retreating in between strikes to let its fast healing take
swimming, provided it swims in a straight line. care of any damage its foes have dealt.
Vampire Weaknesses: Unlike landbound vam- A medusa tries to disguise its true nature until the
pires, a vampire with a natural swim speed is not intended victim is within range of its petrifying gaze,
harmed by immersion in water and can cross running using subterfuge and bluffing games to convince the
water without penalty. target that there is no danger. It uses normal weapons to
*Yuan-ti abominations using chameleon power gain a attack those who avert their eyes or survive its gaze,
+10 circumstance bonus on Hide checks. while its poisonous snakes strike at adjacent opponents.
Petrifying Gaze (Su): Turn to stone perma-
Page 166, Mumia: nently, 30 feet, Fortitude DC 15 negates. The save DC is
Creating a Mumia: Change “Mumia is a tem- Charisma-based.
plate” to “Mumia is an acquired template.” Poison (Ex): Injury, Fortitude DC 13, initial
Add “Size and Type: The creature’s type changes damage 1d6 Str, secondary damage 2d6 Str. The save
to undead (augmented [original type].” Do not recalcu- DC is Constitution-based.
late base attack bonus or saves. Withering Touch (Su): A creature hit by the
Replace the sample mumia with the following. mumia’s snakes must attempt a Fortitude save (DC 15)
or lose 2 points of Constitution as the attacker absorbs
SAMPLE MUMIA MEDUSA moisture and energy from its target. This effect is in
Medium Undead addition to any other effects of the mumia’s natural
(Augmented Monstrous Humanoid) attack.
Hit Dice: 6d12 (39 hp) Fast Healing (Ex): The mumia heals 2 points of
Initiative: +2 damage each round so long as it has at least 1 hit point.
Speed: 30 ft. (6 squares) If reduced to 0 hit points, it is destroyed.
Armor Class: 15 (+2 Dex, +3 natural), touch 12, flat- Turn Resistance (Ex): The mumia medusa is
footed 13 treated as an 8-HD undead for the purpose of turn,
Base Attack/Grapple: +6/+6 rebuke, bolster, and command attempts.
Attack: +1 shortbow +9 ranged (1d6+1/3) or dagger +8 Magic Items Carried: +1 shortbow, cloak of resist-
melee (1d4/19-20) or snakes +8 melee (1d4 plus poison) ance +1, potion of haste.
Full Attack: +1 shortbow +9/+4 ranged (1d6+1/3) or
dagger +8/+3 melee (1d4/19-20) and snakes +3 melee Page 168, Necroplasm:
(1d4 plus poison) AC: Add “touch 11, flat-footed 14.”
Space/Reach: 5 ft./5 ft. Above Attacks entry, add “Base Attack/Grap-
Special Attacks: Petrifying gaze, poison, withering ple: +2/+3.”
touch Add “Attack: Claw +3 melee (1d6+1).”
Special Qualities: Darkvision 60 ft., fast healing 2, Add “Full Attack: 2 claws +3 melee (1d6+1).”
turn resistance +2, undead traits Remove Damage entry.
Saves: Fort +2, Ref +7, Will +6 Feats: Change “Improved Disarm” to “Improved
Abilities: Str 10, Dex 15, Con —, Int 12, Wis 13, Cha 15 Initiative.”
Skills: Bluff +9, Diplomacy +4, Disguise +9 (+11 Initiative: Change “+1 (Dex)” to “+5.”
acting), Intimidate +4, Move Silently +8, Spot +8
Feats: Point Blank Shot, Precise Shot, Weapon Page 169, Necroplasm:
Finesse Improved Grab: Use the rules for improved grab
Environment: Temperate marshes in the Monster Manual (page 310) except the
Organization: Solitary, pair, or covey (3–4) necroplasm can use it on a Medium or smaller creature.
Challenge Rating: 8 Skills: Replace entry with “Climb +9, Hide +5,
Treasure: Double standard Move Silently +7, Spot +8.”
Alignment: Usually lawful evil Drain Fluids: Replace entry with “Drain
Advancement: By character class Fluids (Ex): A necroplasm that successfully grapples
Level Adjustment: — an opponent automatically drains fluids from its target,
11
dealing 1d2 points of Constitution damage. If the Special Attacks: Change “trample 2d12+4” to
target is a living creature, the necroplasm’s ectoplasm “Trample 2d12 +13.”
quickly turns a deep red (or to the color of the victim’s Skills: Replace entry with “Concentration +10,
blood, if not red). Diplomacy +5, Hide –9, Knowledge (any one) +7,
Knowledge (ghost lore) +10, Knowledge (nature) +5,
Page 169, Spectral Steed: Listen +8, Sense Motive +8, Spot +7, Survival +8.”
AC: Replace entry with “11 (-1 size, +1 Dex, +1 Delete “Spirit trees receive skills as if they were fey.”
deflection), touch 11, flat-footed 10. Trample: Change “2d12+4” to “2d12+13.” Add
When manifested fully: 11 (-1 size, +1 Dex, +1 natu- “The save DC is Strength-based.”
ral), touch 10, flat-footed 10.” Spell-Like Abilities: Replace entry with
Above Attacks entry, add “Base Attack/Grap- “1/day—charm animal (DC 12), create water, cure light
ple: +2/—. wounds (DC 12), cure moderate wounds (DC 13), entangle
When manifested fully: +2/+6.” (DC 12), faerie fire, goodberry, light, move earth, speak with
Remove Attacks entry. animals, speak with plants, summon nature’s ally IV. Caster
Add “Attack: Incorporeal hoof touch +2 melee level 7th. The save DCs are Charisma-based.”
(1d4 cold).”
When manifested fully: Hoof touch +1 melee (1d4 Page 172, Undead Martyr:
cold).” AC: Add “touch 13, flat-footed 15.”
Add “Full Attack: 2 incorporeal hoof touches +2 Above Attacks entry, add “Base Attack/Grap-
melee (1d4 cold) and incorporeal bite touch +0 melee ple: +2/-2.”
(1d4 cold plus energy drain).” Feats: Add Iron Will.
When manifested fully: 2 hoof touches +2 melee Saves: Change “Will +5” to “Will +7.”
(1d4 cold) and incorporeal bite +0 melee (1d4 cold plus Skills: Replace entry with “Balance +6, Hide +9,
energy drain).” Jump +2, Listen +5, Move Silently +9, Spot +8,
Remove Damage entry. Tumble +7.”
Face/Reach: Replace entry with “Space/Reach:
10 ft./5 ft.” Page 173, Yuan-Ti Templates, Creating a Yuan-
Skills: Replace entry with “Listen +6, Spot +5.” Ti:
Feats: Add Multiattack. Change “Tainted one and broodguard are templates”
Energy Drain: Replace entire entry with to “Tainted one and broodguard are acquired templates.”
“Energy Drain (Su): Any living creature hit by the Change “The creature’s type changes to humanoid
bite attack of spectral steed (whether incorporeal or (reptilian)” to “Size and Type: The creature gains the
manifested fully) gains one negative level. The DC is 12 reptilian subtype. Size and type are unchanged.”
for the Fortitude save to remove a negative level. The Special Attacks: Delete Psionics entry.
save DC is Charisma-based. For each such negative Special Qualities: Add “Alternate Form (Sp): A
level bestowed, the spectral steed gains 5 temporary hit tainted one can assume the form of a Tiny to Large
points.” viper (see the Snake entry, Monster Manual page 280) as
Soul Charge: Add “The save DC is Charisma- a psionic ability. This ability is similar to a polymorph
based.” spell (caster level 7th), except that a tainted one does
Sunlight Powerlessness: Change “partial not regain any hit points for changing form, and it can
actions” to “only a single move action or attack action assume only viper forms. The tainted one loses its natu-
in a round.” ral weapons (if any) and gains the natural weapon of
the viper form it assumes. It uses its own or the viper’s
Page 170, Spirit Tree: poison, whichever is more potent.”
AC: Add “touch 7, flat-footed 20.” Change Spell Resistance entry to “Spell Resis-
Add “Base Attack/Grapple: +5/+22.” tance (Ex): Tainted ones gain spell resistance 12.”
Add “Attack: Slam +12 melee (2d6+9).”
Add “Full Attack: 2 slams +12 melee (2d6+9).” Page 174, Sample Yuan-Ti, Tainted One:
Delete Damage entry. AC: Add “touch 13, flat-footed 12.”
Face/Reach: Replace entry with “Space/Reach: Add “Base Attack/Grapple: +3/+4.”
10 ft./15 ft.” Special Attacks: Remove “psionics.”
12
Special Qualities: Add “alternate form” and Page 180, Nimi:
change “SR 13” to “SR 12.” Add trap sense +1. Change “Medium-size outsider” to “Medium out-
Feats: Replace entry with “AlertnessB, Improved sider (augmented humanoid).”
Initiative, Weapon Finesse, Weapon Focus (short Add “Base Atk +1; Grp +4” before Atk entry.
sword).”
Skills: Replace entry with “Bluff +7, Climb +9, Page 184, An Unexpected Attack!
Diplomacy +11, Hide +11, Intimidate +9, Jump +9, Replace (EL 6)” with “(EL 7).”
Listen +10, Move Silently +11, Search +10, Sense
Motive +8, Spot +10.” Page 184, Garothos:
Replace entry with the following.
Page 174, Sample Broodguard: Garothos: Male ranger 2/blackguard 5; CR 7;
Change “Medium-size Humanoid” to “Medium Medium humanoid; HD 2d8+4 plus 5d10+10; hp 50; Init
Humanoid (Reptilian).” +1; Spd 20 ft.; AC 20, touch 11, flat-footed 19; Base Atk
AC: Add “touch 14, flat-footed 10.” +7; Grp +10; Atk +12 melee (1d8+4 plus 1d6 cold/19–20,
Add “Base Attack/Grapple: +3/+4.” +1 frost longsword) or +9 ranged (1d8+3/3, masterwork
Add “Attack: Claw +4 melee (1d4+1).” [+3 Str bonus] composite longbow); Full Atk +12/+7
Add “Full Attack: 2 claws +4 melee (1d4+1), bite - melee (1d8+4 plus 1d6 cold/19–20, +1 frost longsword) or
1 melee.” +9/+4 ranged (1d8+3/3, masterwork [+3 Str bonus]
Remove Damage entry. composite longbow); SA command undead 6/day, smite
Special Qualities: Add “trap sense +1.” good 1/day, sneak attack +1d6; SQ aura of despair, aura
Saves: Change “Ref +4” to “Ref +8.” of evil, combat style (archery), dark blessing, detect good,
Skills: Replace entry with “Bluff +5, Climb +9, fiendish heavy warhorse servant, fiendish servant bene-
Diplomacy +9, Hide +12, Intimidate +7, Jump +9, fits (empathic link, share spells), favored enemy
Listen +10, Move Silently +12, Search +8, Sense Motive (humans +2), poison use, wild empathy +5; AL CE; SV
+8, Spot +10. Fort +12, Ref +8, Will +5; Str 16, Dex 13, Con 14, Int 10,
Feats: Replace entry with “AlertnessB, Improved Ini- Wis 13, Cha 16.
tiative, Weapon Finesse, Weapon Focus (short sword).” Skills and Feats: Climb +3, Concentration +7, Handle
Animal +8, Hide +4, Knowledge (religion) +7, Listen
Page 178, Rogue on Rooftop: +5, Ride +12, Search +2; Cleave, Improved Sunder,
Add “Base Atk +0; Grp +1” before Atk entry. Power Attack, Rapid Shot, Track, Weapon Focus
SQ: Add trapfinding. (longsword).
Skills: Replace entry with “Balance +6, Climb +5, Blackguard Spells Prepared (2/1; save DC 11 + spell
Hide +9, Jump +5, Listen +4, Move Silently +6, Open level): 1st—doom, inflict light wounds; 2nd—bull’s
Lock +8, Search +5, Sleight of Hand +6, Spot +4.” strength.
Possessions: Masterwork full plate, masterwork
Page 179, Tarl: spiked steel shield, mirrored helm, Winterbite (+1 frost
Add “Base Atk +0; Grp +1” before Atk entry. longsword), masterwork (+3 Str bonus) composite long-
Feats: Change “Weapon Finesse (short sword)” to bow, 20 arrows, potion of cure moderate wounds, 53 gp, 2
“Weapon Finesse.” silver candlesticks (worth 75 gp each).

Page 179, Othere: Page 185, Nightfire:


Add “Base Atk +1; Grp +1” before Atk entry. Replace entry with the following.
Feats: Change “Weapon Finesse (short sword)” to Nightfire: Male fiendish heavy warhorse mount;
“Weapon Finesse.” CR —; Large magical beast (augmented animal, extra-
Possessions: Change “+1 short sword” to “Gloom planar); HD 6d8+18; hp 45; Init +1; Spd 50 ft.; AC 15,
(+1 short sword).” touch 10, flat-footed 14; Base Atk +4; Grp +12; Atk +7
melee (1d6+4, hoof); Full Atk +7 melee (1d6+4, 2
Page 180, Errim: hooves) and +2 melee (1d4+2, bite); Space/Reach 10
Add “Base Atk +0; Grp +0” before Atk entry. ft./5 ft.; SA smite good (1/day, +6 damage); SQ damage
Skills: Change to “Change Craft (woodworking) reduction 5/magic, darkvision 60 ft., improved evasion,
+7, Listen +3, Spot +3.” low-light vision, resistance to cold 5 and fire 5, scent,
13
share saving throws, spell resistance 11; AL CE; SV Fort Page 191, Medium-Size Skeletons:
+13, Ref +8, Will +7; Str 19, Dex 13, Con 17, Int 6, Add “These undead gain +2 turn resistance from the
Wis 13, Cha 6. presence of the Manifest Ward.”
Skills and Feats: Hide –3, Listen +6, Spot +5;
Endurance, Iron Will, Run. Page 191, Undead Martyr:
Add “This undead gains +2 turn resistance from the
Page 186, Thyrence: presence of the Manifest Ward.”
Replace entire statistics block with:
Thyrence: Male human ranger 5; CR 5; Medium Page 191, Huge Skeletons:
humanoid; HD 5d8+5; hp 33; Init +3; Spd 30 ft.; AC 16, Add “These undead gain +2 turn resistance from the
touch 13, flat-footed 13; Base Atk +5; Grp +8; Atk +8 presence of the Manifest Ward.”
melee (1d8+4/19–20, +1 longsword) or +9 ranged
(1d8+3/3, masterwork [+3 Str bonus] composite long- Page 192, Medium-Size Skeletons:
bow with masterwork arrows); Full Atk +8 melee Add “These undead gain +2 turn resistance from the
(1d8+4/19–20, +1 longsword) and +8 melee (1d6+1/19–20, presence of the Manifest Ward.”
masterwork short sword) or +9 ranged (1d8+3/3, mas-
terwork [+3 Str bonus] composite longbow with master- Page 192, Chenni the Younger:
work arrows); SQ combat style (two-weapon combat), Change “Medium-size outsider” to “Medium out-
favored enemies (undead +4, magical beasts +2), wild sider (augmented humanoid).”
empathy +5; AL CG; SV Fort +5, Ref +7, Will +2; Str 16, Skills: Change “Alchemy” to “Craft (alchemy).”
Dex 17, Con 12, Int 10, Wis 12, Cha 8. Possessions: Change “potion of endurance” to
Skills and Feats: Handle Animal +5, Heal +9, Hide “potion of bear’s endurance.”
+11, Knowledge (nature) +4, Listen +9, Move Silently
+11, Ride +5, Spot +14, Survival +9; Endurance, Point Page 193, Ferrel Hass:
Blank Shot, Track, Weapon Focus (longsword), Change “Medium-size outsider” to “Medium out-
Weapon Focus (short sword). sider (augmented humanoid).”
Ranger Spells Prepared (1; save DC 11 + spell level): Possessions: Change “potion of endurance” to
1st—pass without trace. “potion of bear’s endurance.”
Possessions: Falconer (+1 longsword), masterwork short
sword, masterwork (+3 Str bonus) composite longbow, Page 193, Seahan Vestinet:
20 masterwork arrows, masterwork studded leather Replace entry with the following.
armor, eyes of the eagle, potion of lesser restoration. Seahan Vestinet: Male human ranger 5; CR 5;
Medium humanoid; HD 5d8+10; hp 35; Init +3; Spd 30
Page 187, Medium-Size Zombies: ft.; AC 20, touch 12, flat-footed 18; Base Atk +5; Grp +8;
Add “These undead gain +2 turn resistance from the Atk +10 melee (1d8+4/3, +1 battleaxe) or +9 ranged
presence of the Manifest Ward.” (1d8+3/3, masterwork [+3 Str bonus] composite
longbow); Full Atk +10 melee (1d8+4/3, +1 battleaxe)
Page 189, Medium-Size Skeletons: or +9 ranged (1d8+3/3, masterwork [+3 Str bonus]
Add “These undead gain +2 turn resistance from the composite longbow); SQ combat style (archery),
presence of the Manifest Ward.” favored enemies (goblinoids +4, undead +2), wild
empathy +5; AL CG; SV Fort +6, Ref +7, Will +2; Str 17,
Page 190, Medium-Size Zombies: Dex 16, Con 14, Int 13, Wis 12, Cha 11.
Add “These undead gain +2 turn resistance from the Skills and Feats: Handle Animal +8, Hide +6, Knowl-
presence of the Manifest Ward.” edge (nature) +7, Listen +8, Move Silently +6, Ride +8,
Search +4, Spot +8, Survival +9, Swim +1; Endurance,
Page 190, Eddimar the Bloody: Point Blank Shot, Track, Weapon Focus (battleaxe),
SQ: Add “trap sense +1, trapfinding.” Weapon Focus (longbow).
Ranger Spells Prepared (1; save DC 11 + spell level):
Page 191, Mastioth: 1st—delay poison.
Skills: Change “Alchemy” to “Craft (alchemy).” Possessions: masterwork chainmail, Cordwood (+1
heavy wooden shield), Thunder Wreck (+1 battleaxe),
14
masterwork composite longbow (+3 Str bonus), 20 dagger) or +3/+3 melee (1d8+2, unarmed strike with
arrows. flurry of blows); SA death attack, flurry of blows, ki
strike (magic), sneak attack +2d6, unarmed strike; SQ
Page 193, Destridien: darkvision 60 ft., evasion, poison use, slow fall 20 ft., still
Add “Base Atk +4, Grp +5.” mind, trapfinding; AL LE; SV Fort +4, Ref +12, Will +3;
Change alignment to NE. Str 15, Dex 18, Con 10, Int 10, Wis 9, Cha 8.
Cleric Spells Prepared: Change “endurance” to Skills and Feats: Balance +11, Disguise +8, Hide +12,
“bear’s endurance.” Jump +10, Move Silently +12; Combat Reflexes, Deflect
Possessions: Change “+1 full plate armor” to Arrows, Dodge, Improved Initiative, Improved
“Broadbone (+1 full plate armor).” Unarmed Strike, Stunning Fist.
Assassin Spells Known: None (insufficient Intelli-
Page 196, Tursik’s Lair: gence to know assassin spells).
Creatures: Change “change self” to “disguise self.”
Page 201, Tactics
Page 197, Tursik: Delete the reference to chameleon power and its +8
Replace entry with the following. bonus on Hide checks, since purebloods no longer
Tursik: Male ettercap cleric 3; CR 6; Medium aber- have this ability in v.3.5. Purebloods also no longer
ration; HD 5d8+5 plus 3d8+3; hp 44; Init +4; Spd 30 ft., have the ability to polymorph others or produce acid, so
climb 30 ft.; AC 20, touch 15, flat-footed 16; Base Atk Essinthas uses darkness to confuse foes before entering
+5; Grp +7; Atk +7 melee (1d8+2 plus poison, bite); Full combat.
Atk +7 melee (1d8+2 plus poison, bite) and +5 melee
(1d3+1, 2 claws); SA poison, rebuke undead 2/day, web; Page 203, Nssai:
SQ low-light vision; AL NE; SV Fort +7, Ref +6, Will +9; Change “AC 17” to “AC 21.”
Str 14, Dex 18, Con 13, Int 6, Wis 15, Cha 8.
Skills and Feats: Climb +10, Concentration +4, Craft Page 205, Derraol Yan:
(trapmaking) +4, Hide +10, Listen +4, Spot +8; Combat Add “Base Atk +0; Grp +0” before attack entry.
Casting, Great Fortitude, Multiattack. Skills: Change “Profession (miller) +4” to “Profes-
Cleric Spells Prepared (4/4/3; save DC 12 + sion (miller) +5.”
spell level): 0—create water, detect magic, mending, purify
food and drink; 1st—disguise self*, divine favor, obscuring Page 205, Stri’isn:
mist, shield of faith; 2nd—black lungs, cure moderate Replace entry with the following.
wounds, invisibility*. Stri’isn: Female yuan-ti halfblood cleric 1; CR
* Domain spell. Deity: Khostren. Domains: Destruc- 6; Medium monstrous humanoid (8 ft. long); HD
tion (smite 1/day), Trickery (Bluff, Disguise, and 7d8+14 plus 1d8+2; hp 52; Init +5; Spd 30 ft.; AC 25,
Hide are cleric class skills). touch 11, flat-footed 24; Base Atk +7; Grp +10; Atk
Possessions: Shadow Walker (+1 studded leather), ring of +11 melee (1d8+3, masterwork heavy mace) or +9
protection +1, wand of cure light wounds (15 charges), holy ranged (1d8+3/3, masterwork [+3 Str bonus]
symbol, 150 gp, 100 sp, 1 copper statue of Khostren composite longbow with masterwork arrows); Full
(40 gp), 1 50-gp gem. Atk +11/+6 melee (1d8+3, masterwork heavy mace)
or +9/+4 ranged (1d8+3/3, masterwork [+3 Str
Page 197, Treasure: bonus] composite longbow with masterwork
Change “+1 small steel shield” to “Scrollwork (+1 light arrows); SA poison, produce acid, rebuke undead
shield).” 5/day, spell-like abilities; SQ alternate form,
chameleon power, darkvision 60 ft., detect poison,
Page 200, Dreig Ithin: scent, spell resistance 16; AL CE; SV Fort +6, Ref
Replace entry with the following. +6, Will +11; Str 16, Dex 13, Con 14, Int 18, Wis 18,
Dreig Ithin: Male half-orc monk 4/rogue 1/assas- Cha 14.
sin 1; CR 6; Medium humanoid (orc); HD 4d8 plus 1d6 Skills and Feats: Concentration +13, Hide +6*,
plus 1d6; hp 25; Init +8; Spd 40 ft.; AC 14, touch 14, flat- Knowledge (religion) +15, Knowledge (the planes) +14,
footed 10; Base Atk +3; Grp +5; Atk +5 melee (1d8+2, Listen +16, Spot +17; Alertness, Blind-Fight, Combat
unarmed strike) or +6 melee (1d4+2/19–20, masterwork Expertise, Dodge, Improved Initiative.
15
Cleric Spells Prepared (3/3; save DC 14 + spell level): Skills and Feats: Climb +9, Jump +9, Knowledge
0—detect magic, light, resistance; 1st—command, cure light (arcana) +2, Listen +11, Move Silently +10; Deflect
wounds, protection from law*. Arrows, Improved Initiative, Improved Trip, Improved
* Domain spell. Deity: Orcus. Domains: Chaos (cast Unarmed Strike, Kihu-Sherem Guardian, Stunning
chaos spells at +1 caster level), Evil (cast evil spells at Fist, Weapon Finesse, Weapon Focus (unarmed strike).
+1 caster level). Possessions: bracers of armor +1, masterwork light
Skills: When using chameleon power, Stri’isn gains a crossbow, +1 ghost slaying bolt (Fort DC 20), 10 bolts,
+10 bonus on Hide checks. potion of cat’s grace, potion of cure moderate wounds, 82 gp.
Possessions: Masterwork full plate armor, masterwork
heavy shield, masterwork heavy mace, masterwork (+3 Page 211, Halaarn:
Str bonus) composite longbow, 12 masterwork arrows, Replace entry with the following.
wand of hold person (20 charges), keys to areas 17 and 18, Halaarn: Male crippled manticore fighter 3; CR 8;
16 gp, 20 sp, holy symbol. Large magical beast; HD 6d10+30 plus 3d10+15; hp 94;
Init +2; Spd 30 ft., fly 50 ft. (clumsy); AC 17, touch 11,
Page 207, Nestasha: flat-footed 15; Base Atk +9; Grp +18; Atk +14 melee
Delete “Her scales increase her AC to 20.” (2d4+5, 2 claws) and +11 melee (1d8+2, bite) or +11
ranged (1d8+2, 6 spikes); Full Atk +14 melee (2d4+5, 2
Page 208, Venomblack: claws) and +11 melee (1d8+2, bite) or +11 ranged
Feats: Change “Expertise” to “Combat Expertise.” (1d8+2, 6 spikes); Space/Reach 10 ft./5 ft.; SA spikes;
Possessions: Change “+1 falchion” to “Mother’s SQ cold resistance 5 (from ring of warmth), darkvision
Fang (+1 falchion).” Change “+1 large wooden shield” to 60 ft., low-light vision, scent, weak flight; AL LE; SV
“Great Scale (+1 heavy wooden shield).” Fort +14, Ref +9, Will +5; Str 20, Dex 15, Con 20, Int 10,
Tactics: Change “Hide modifier +17” to “Hide Wis 12, Cha 10.
modifier +18.” Skills and Feats: Climb +11, Hide –2, Listen +10,
Move Silently +3, Spot +11, Survival +2; Combat
Page 209, Enforcers: Reflexes, Flyby Attack, Multiattack, Power Attack,
Change “humanoid” to “humanoid (reptilian).” Track, Weapon Focus (spikes), Weapon Focus (claw).
Add “Base Atk +1; Grp +4.” Weak Flight: Halaarn’s wings are damaged, and he
SA: Delete “psionics.” cannot fly for more than 2 rounds before having to
SQ: Add “alternate form” and “SR 12.” land. After not flying for 2 rounds, he is able to fly
again.
Page 210, Broodguards: Possessions: ring of warmth, cloak of resistance +1, potion
Change “humanoid” to “humanoid (reptilian).” of cure moderate wounds, potion of death armor, vial of
Add “Base Atk +4; Grp +6.” cretchwater oil, 150 gp.
Replace attack entry with “Atk +7 melee (1d3+1, Tactics: Change “He also takes advantage of his
claw); Full Atk +7 melee (1d3+1, 2 claws) and +4 melee reach and the Combat Reflexes feat” to “He also takes
(1d4+1, bite).” advantage of the Combat Reflexes feat.”

Page 211, Tolorn: Page 214, Zul and Amon:


Replace entry with the following. Possessions: Change “+1 studded leather armor” to
Tolorn: Male human monk 6; CR 6; Medium “Strongbuckle (+1 leather armor) or Kuris’s Favorite (+1
humanoid; HD 6d8+12; hp 39; Init +6; Spd 50 ft.; AC 17, studded leather armor).”
touch 16, flat-footed 15; Base Atk +4; Grp +5; Atk +7
melee (1d8+1, unarmed strike) or +7 ranged (1d8/19–20, Page 214, Halan, Jost, and Vorin:
masterwork light crossbow); Full Atk +7 melee (1d8+1, Possessions: Change “+1 leather armor” to “Fast
unarmed strike) or +6/+6 melee (1d8+1, unarmed strike Walk (+1 leather armor) or My Leathers (+1 leather armor)
with flurry of blows) or +7 ranged (1d8/19–20, master- or Thickskin (+1 leather armor).”
work light crossbow); SA flurry of blows, ki strike
(magic), unarmed strike; SQ evasion, purity of body, Page 215, Leston:
slow fall 30 ft., still mind; AL LE; SV Fort +7, Ref +7, Will Change “undead” to “undead (augmented
+7; Str 12, Dex 14, Con 14, Int 8, Wis 15, Cha 10. humanoid).”
16
Cleric Spells Prepared: Change “protection from Ride +6, Search +8, Spot +8; Diehard, Endurance,
elements” to “protection from energy.” Power Attack, Two-Weapon Fighting.
Possessions: Grandfather’s Honor (+1 studded leather), 2
Page 216, Saag Paneer: masterwork handaxes, heavy crossbow, 10 crossbow
Replace entry with the following. bolts, 2 +1 human bane crossbow bolts, boots of elvenkind,
Saag Paneer: Female unique medusa sorcerer 5; gloves of Dexterity +1, potion of darkvision, five 50-gp
CR 10; Medium monstrous humanoid; HD 6d8 plus amethysts, two 100-gp pearls, 78 gp.
5d4; hp 39; Init +2; Spd 30 ft.; AC 16, touch 13, flat-
footed 14; Base Atk +8; Grp +8; Atk +10 melee (1d4 plus Page 218, Baavaang:
poison, snakes) or +11 ranged (1d6+1/3, shortbow Replace entry with the following.
with +1 arrow) or +10 melee (1d4/19–20, dagger); Full Baavaang: Female minotaur ranger 3/fighter 4;
Atk +10 melee (1d4 plus poison, snakes) or +11/+6 CR 11; Large monstrous humanoid; HD 6d8+18 plus
ranged (1d6+1/3, shortbow with +1 arrows) or +10/+5 3d8+9 plus 4d10+12; hp 108; Init +4; Spd 30 ft.; AC 20,
melee (1d4/19–20, dagger) and +5 melee (1d4 plus touch 9, flat-footed 20; Base Atk +13; Grp +22; Atk +17
poison, snakes); SA poison; SQ darkvision 60 ft., famil- melee (1d8+7, gore) or +19 melee (3d6+9/3, master-
iar benefits (empathic link, share spells, touch), Tiny work greataxe); Full Atk +17 melee (1d8+7, gore) or
viper familiar (Pakor); AL LE; SV Fort +4, Ref +9, Will +19/+14/+9 melee (3d6+9/3, masterwork greataxe)
+11; Str 10, Dex 15, Con 10, Int 12, Wis 13, Cha 16. and +12 melee (1d8+2, gore); Space/Reach 10 ft./10 ft.;
Skills and Feats: Bluff +13, Concentration +4, Diplo- SA powerful charge (+19 melee, 4d6+7); SQ darkvision
macy +5, Disguise +10, Intimidate +5, Jump +5, Knowl- 60 ft., favored enemy (humans +2), natural cunning,
edge (arcana) +4, Listen +3, Move Silently +8, Spellcraft scent, wild empathy +3; AL NE; SV Fort +14, Ref +9,
+5, Spot +12; Alertness, Point Blank Shot, Precise Shot, Will +9; Str 20, Dex 10, Con 16, Int 10, Wis 10, Cha 8.
Rapid Shot, Weapon Finesse. Skills and Feats: Climb +6, Heal +6, Hide –7, Intimi-
Sorcerer Spells Known (6/7/5; save DC 13 + spell date +0, Jump +6, Listen +11, Search +8, Spot +16, Sur-
level): 0—dancing lights, detect magic, disrupt undead, mage vival +6; Combat Reflexes, Endurance, Great Fortitude,
hand, mending, read magic; 1st—charm person, disguise self, Improved Initiative, Iron Will, Power Attack, Track,
mage armor, magic missile; 2nd—cat’s grace, invisibility. Weapon Focus (greataxe), Weapon Specialization
Possessions: ring of protection +1, shortbow, 20 +1 (greataxe).
arrows, 3 +1 human bane arrows, 3 +1 monstrous humanoid Possessions: God’s Armor (+1 breastplate), masterwork
bane arrows, 2 bonecrusher arrows, boots of striding and greataxe, bead of force, brooch of shielding (15 charges),
springing, cloak of resistance +1, potion of cure moderate cloak of blackflame (4 charges), Phaant’s luckstone, 154 gp.
wounds, potion of fly, potion of neutralize poison, wand of I added the name of her breastplate.
burning hands (7 charges), 175 gp.
Page 219, Large Zombies:
Page 216, Chownag: Add “These undead gain +2 turn resistance from the
Replace entry with the following. presence of the Manifest Ward.”
Chownag: Male human barbarian 3/rogue 5; CR
8; Medium humanoid; HD 3d12 plus 5d6; hp 36; Init Page 219, Medium-Size Zombies:
+4; Spd 40 ft.; AC 18, touch 14, flat-footed 18; Base Atk Add “These undead gain +2 turn resistance from the
+6; Grp +9; Atk +8 melee (1d6+3/3, masterwork han- presence of the Manifest Ward.”
daxe) or +10 ranged (1d10/19–20, heavy crossbow);
Full Atk +8/+3 melee (1d6+3/3, masterwork han- Page 219, Medium-Size Skeletons:
daxe) and +8 melee (1d6+1/3, masterwork handaxe) Add “These undead gain +2 turn resistance from the
or +10 ranged (1d10/19–20, heavy crossbow); SA sneak presence of the Manifest Ward.”
attack +3d6; SQ evasion, fast movement, improved
uncanny dodge, rage 1/day, trap sense +1, trapfinding, Page 220, Lubanac:
uncanny dodge; AL NE; SV Fort +4, Ref +9, Will +3; Str Replace entry with the following.
16, Dex 18, Con 10, Int 10, Wis 12, Cha 14. Lubanac: Male minotaur necromancer 9; CR 13;
Skills and Feats: Climb +9, Craft (metalworking) +6, Large monstrous humanoid; HD 6d8+6 plus 9d4+9; hp
Gather Information +5, Handle Animal +8, Hide +14, 64; Init +5; Spd 30 ft.; AC 16, touch 11, flat-footed 15;
Intimidate +8, Jump +9, Listen +7, Move Silently +20, Base Atk +10; Grp +17; Atk +12 melee (1d8+3, gore) or
17
+14 melee touch (by spell, spectral hand) or +10 ranged fatigue*; 1st—alarm, animate rope, chill touch*, comprehend
touch (by spell, ranged touch spell) or +12 melee languages, detect undead, expeditious retreat, mage armor,
(3d6+4/3, greataxe); Full Atk +12 melee (1d8+3, gore) magic missile, summon undead I, true strike, unseen servant;
or +14 melee touch (by spell, spectral hand) or +10 2nd—arcane lock, death armor*, hail of ectoplasm, knock, see
ranged touch (by spell, ranged touch spell) or +12/+7 invisibility, spectral hand*; 3rd—fireball, halt undead*,
melee (3d6+4/3, greataxe) and +7 melee (1d8+1, haste, summon undead III, undead torch*, vampiric touch*;
gore); Space/Reach 10 ft./10 ft.; SA powerful charge 4th—animate dead*, dimension door, enervation*, fear*,
4d6+4; SQ darkvision 60 ft., natural cunning, scent; AL stoneskin; 5th—blight, summon undead V.
NE; SV Fort +8, Ref +9, Will +13; Str 17, Dex 12, Con Possessions: ring of protection +1, huge greataxe, acid
13, Int 17, Wis 10, Cha 8. flasks (3), alchemist’s fire (3), bloodsweets (3), bone ring (3
Skills and Feats: Concentration +19, Craft (alchemy) charges), hourglass, pearl of power (2nd-level spell),
+8, Hide –3, Intimidate +8, Jump +4, Knowledge Phaant’s luckstone, potion of cure serious wounds, potion of
(arcana) +10, Knowledge (local) +7, Listen +13, Search expeditious retreat, potion of haste, potion of true strike, scroll
+16, Spellcraft +13, Spot +13; Brew Potion, Cleave, of fear, scroll of knock, scroll of undead torch, smokesticks
Great Fortitude, Improved Initiative, Iron Will, Power (2), wand of mage armor (29 charges), wand of see invisibil-
Attack, Scribe Scroll, Track. ity (17 charges), wand of summon undead I (21 charges),
Wizard Spells Prepared (5/6/6/5/3/2; save DC 13 + 250 gp worth of diamond dust for stoneskin (1 use), ten
spell level): 0—detect magic, disrupt ectoplasm*, disrupt 50-gp black onyx gems for animate dead, 50 gp worth of
undead, mage hand, read magic; 1st—alarm, chill touch*, gold dust for arcane lock (2 uses total), 100 gp worth of
comprehend languages, magic missile (2), unseen servant; paste for death armor (2 uses total), 105 gp, 820 sp.
2nd—arcane lock, death armor*, hail of ectoplasm (2),
knock, spectral hand*; 3rd—fireball, haste, summon undead
III, undead torch*, vampiric touch*; 4th—animate dead*,
ABOUT THE AUTHOR
enervation*, stoneskin; 5th—blight, summon undead V. Sean K Reynolds spends a remarkable amount of time
Spellbook: 0—acid splash, arcane mark, dancing lights, on trains, where he defeats bandits, solves complex
detect magic, detect poison, disrupt ectoplasm*, disrupt mathematical equations, and shushes noisy children.
undead, flare, light, mage hand, mending, open/close, pres- Then he wakes up. Check out his website at
tidigitation, ray of frost, read magic, resistance, touch of <http://www.seankreynolds.com>.

18

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