GHOSTWALK D&D PDF
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 . Ghostwalk is setting and rules book written by Monte Cook and I in The long-awaited update that brings the book up to D&D and includes the map of . I bought Ghostwalk when it came out and fell in love, but I’ve never been able to convince any of my gaming groups to let me run it and.
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The premise is simple: Written by the infamous Monte Cookwith assistance from Sean K. Reynolds, Ghostwalk adds some interesting new concepts and classes to the standard Third Edition roster, while complicating things by allowing the transfer of levels between ghost and living states ghostaalk being. There are a lot of updates to skills and feats from base 3e that are updated in the sourcebook due to the oddities of Ghostwalk ghosts, and the setting as a whole really does add a lot of weird new things to the Third Edition.
It really does need some more notice and love. gnostwalk
I don’t know who made this article, but you’re a goddamn beautiful bastard for ghostwlk it. Going to go dig up my book, you can get a copy from Paizo for like five bucks. There is no reason to not gobble up this sweet ass setting. The scope of the setting covers a far smaller region than most settings, mostly due to the fact that it was designed to be dropped into any DM’s campaign rather than being a full-fledged world all on its own.
Still, it packs an unreasonable amount of nations, conflicts, and plot hooks into its small region. Located amidst the sea and woods of the Hikirian Peninsula, the City of Manifest is built at the heart of the Land of the Dead.
Beneath its sprawling congestion are a series of caves, ready-made for dungeon crawling.
Ghostwalk – D&D Wiki
These lead to the realm of the Deathwarden Dwarves who guard the Veil of Souls, the gate between the worlds of life and death. The path to the Veil is the titular Ghostwalk. Above the dwarves is Manifest. Once a simple camp established amidst the woods of the Elvish dead, known as the Spirit Wood, it has become a ghostwakk metropolis built on the trade of the Ghostwalk. Thousands of people around the world send their bodies to Manifest, where they send them through the Veil into the afterlife in the hopes of easing their passing through the afterlife.
Others travel to meet ghosts of loved ones taken before their time, to say their goodbyes. And those goodbyes can be long, leading to the gradual growth of the city. Ghosts are drawn to Manifest, and the Veil of Souls, from all over the world when they die.
Ghostwalk – 1d4chan
Within the city’s boundaries, they are able to manifest as corporeal entities made out of ectoplasm, able to interact with the world in a shadow of their mortal lives. Outside it, they are intangible and capable of using some illusory abilities. In Ghostwal, a ghost is simply the soul of the dead waiting to pass on into the afterlife; unintelligent creatures and certain magical sentients like dragons or fey simply pass on to the “True Afterlife” which awaits all souls beyond the Veil. Xaphan was once a human kingdom set on a small archipelago just off the coast of the Hikirian Peninsula.
Originally known as Inuitea, it was conquered by Orcusthe demon prince of the Undead and the setting’s greatest villain.
Now it is ruled by a council of vampires and its “inhabitants” are almost exclusively evil undead, with a few human slaves kept around for sport and sacrifice.
Xaphan constantly plots to invade Manifest and take control of the portal between life and death, but such plots often take a backseat to vampire politics.
The primary import of Xaphan is slaves, and its primary export is undead. Beyond the Well of Souls, in what is known as the True Afterlife, the spirits of the dead live a hollow existence reminiscent of their past lives.
They lose all memory of this existence and this world upon revival, but so long as they remain they retain their memories of the living world. Small islands float atop an endless sea, which plunge to unknown depths. These islands are not attached to anything, they merely float atop the water, like a piece of pumice in the bath. Various factions claim control of a series of isles near the Well of Souls, but it is possible to swim out into the ocean and appear next to islands never before known, far from the Well and other beings.
Strangely, there are even undead monsters in this world, who somehow smuggled themselves through the City of Manifest to appear in this World of the Dead. Beings in this world can survive as long as they want. When they are hungry, food appears before them.
A pale kind of sunlight pervades during the “daylight” hours, while pitch darkness fills the “night. Ghosts are a special creature type in Ghostwalk. In general, a ghost is any intelligent humanoid who has the strenght of will such as player characters to remain in the mortal world after death.
In their unlife they have specific urges, called ghost traits, that they must v&d in at least once a week or suffer a -1 to attack rolls, saves, and skill and ability checks. Also, if you don’t indulge your ghost trait, you must make a Will save against The Calling, the natural impulse of a dead soul to enter v&d True Afterlife. Ads by Project Wonderful! Your ad here, right now: You can help 1d4chan by expanding it. Retrieved from ” https: Views Read Edit View history. Navigation Main page Recent changes Random page Help.