dungeon crawl or political intrigue), and the various organizations, locations and creatures who the PCs might become involved with. In this chapter, the DM is advised on how a campaign in the Ghostwalk setting might be run: various types of campaigns (e.g. Finally, it describes the Spirit Wood, the forest outside the city which is inhabited by elves. It describes the undercity, the catacombs beneath Manifest which serve as a large dungeon. It describes the lives of both the living and the dead in the city, and the demographics of the major races.Ī map of the city is provided, along with descriptions of numerous locations, crime and law, and the major organizations who operate in the city. It introduces the major deities ( Aluvan, Chaniud, Dracanish, Durann, Eanus, Galaedros, Khostren, Nessek, Orcus, Phaant, Soggelos, Tephaneron, Uhanam, and Wyst). This chapter describes the city of Manifest, beginning with its history dating from its establishment 1,000 years ago. Staff Bonefriend, staff of ectoplasm, staff of skulls and staff of undead slaying various wondrous items: blood of Orcus,Īnd white robe of the ghostwarden various magic armor and shields or armor/shield properties:Īnd Holoran's chainmail various magic weapon properties: theĪnd vampiric weapon and several named magic weapons:Ī notable feature of Ghostwalk is that all magic weapons, no matter how weak in power, must be given a name, or their power will not hold.įinally, two artifacts are presented: the Seven Crowns, and the holy sword Starfire. In magic items, it presents scrolls and wands of the spells above, including the It also presents new skill uses, and rules changes to existing spells and magic items within the context of Ghostwalk, mainly dealing with how spells affect ghosts. Four prestige classes are presented: the arboreal guardian, bone collector, deathwarden chanter, and ghost slayer. Two new character classes are used to represent ghost adventurers: the eidolon, a warrior and the eidoloncer, a spellcaster. Rules are given for progressing as a ghost adventurer, raising the dead (without losing a character level, as was the norm in D&D third edition), and ghost possession. This lengthy chapter introduces rules for ghosts in Ghostwalk context, which refer to all spirits of the dead rather than the undead creature of standard D&D third edition. The chapter goes on describes the core setting concepts: how each of the main character classes is found in Mainfest, how magic works differently, and certain monsters. When a player character is killed, they can simply continue playing as a ghost. Due to its proximity to the Veil of Souls, an underground connection to the land of the dead, the spirits of the dead manifest solidly here. ![]() Ghostwalk is introduced as a high-fantasy campaign setting centered around Manifest, a city built around the entrance to the land of the dead. A player needs only the Player’s Handbook. ![]() To use this accessory, a Dungeon Master also needs the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. Ghostwalk contains everything needed to run a stand-alone campaign in and around the city of Manifest, or to integrate it into an existing world, including rules for playing ghost characters and advancing in the new eidolon and eidoloncer classes, several new prestige classes, over 70 new feats and 65 new spells, three complete adventures, four highly detailed encounter sites, and fourteen new monsters and templates. Whether currently living or dead, residents and visitors are assured of an eternity of action and intrigue. Here, the world of the living is shared equally with the deceased, who linger in physical form before finally passing through the Veil. Official summary The city of Manifest rests atop ruins from ancient times and far above the entrance to the land of the dead.
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