Ghostwalk - 3.5e

Page 102

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THE CITY OF MANIFEST

CHAPTER 2:

Guard. These troops patrol the Tombyards (especially at night), guard the Gray House, and serve as bodyguards for Guild Elders and other important members. The Guild of Morticians would like to think that the number of the Cortege Guard is a secret, but most people know about them and their reputation for calm, calculated ruthlessness. Most of the guards are elves or humans, and they often divide into racially segregated units when on patrol. Cortege Guard Elf: Male and female elf War1; CR 1/2; Medium-size humanoid; HD 1d8; hp varies (see text); Init +3; Spd 20 ft.; AC 18 (+3 Dex, breastplate), touch 13, flat-footed 15; Atk +5 melee (1d8+2, masterwork longsword); or +4 ranged (1d6+2, masterwork mighty composite shortbow [+2 Str bonus]); SQ lowlight vision, sleep immunity, resist enchantment; AL LE; SV Fort +2, Ref +3, Will +0; Str 15, Dex 16, Con 11, Int 12, Wis 10, Cha 8. Skills and Feats: Climb +2, Jump +2, Listen +2, Spot +4; Weapon Focus (longsword). Resist Enchantment: +2 bonus on saves to resist enchantment magic. Possessions: Breastplate, masterwork longsword, masterwork mighty composite shortbow (+2 Str bonus), 20 arrows, potion of cure light wounds. Cortege Guard Human: Male and female human War1; CR 1/2; Medium-size humanoid; HD 1d8+2; hp varies (see text); Init +1; Spd 20 ft.; AC 18 (+1 Dex, masterwork banded mail, small wooden shield), touch 11, flat-footed 17; Atk +5 melee (1d10+2/19–20, masterwork bastard sword); or +2 ranged (1d8/19–20, longbow); AL LE; SV Fort +3, Ref +1, Will +1; Str 15, Dex 13, Con 14, Int 11, Wis 12, Cha 8. Skills and Feats: Climb +0, Intimidate +3, Jump +0; Exotic Weapon Proficiency (bastard sword), Weapon Focus (bastard sword). Possessions: Masterwork banded mail, small wooden shield, masterwork bastard sword, longbow, 20 arrows, potion of cure light wounds. The Guild of Morticians is linked very closely with the Dracanish religion, and many members are sympathetic to the Quiet Knights (see below). Their greatest enemies are the Necromancers 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 know about it), the guild must be very care-

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ful in selecting what corpses to use, for their reputation is based on safely storing and retrieving all bodies entrusted to their care. Still, when the tomb robbers do make a successful raid, it occasionally happens that a few additional corpses are also reported “missing.” Morticians are often quiet, dour individuals. People believe them to be cold because of the casual way that they look at death, and sometimes that perception is correct. Members of the guild often wear gray or black, along with the symbol of the guild—a small black coffin—prominently on their chest, arm, hat, or lapel.

YISA-KHARDOMAS Based on two much older groups (the Yisa-komas and the Khardon Court), the Yisa-khardomas is an organization of the living and the dead that presides over and governs the ghosts of Manifest. It also is the strongest group advocating their interests. Members have one sympathetic ear (Tyrus Dean, warder of Phantom Hill) who speaks and acts on their behalf on the Council of Warders. One of the major duties of the Yisa-khardomas is to keep troublesome ghosts in line. The organization wants to make sure that ghosts do not break laws or engage in activities that make all ghosts look bad. Members help ensure that ghosts have a better chance of being treated fairly (perhaps even well) by the living. To better carry this out, the Yisa-khardomas employs a small force that its members call the Tardane. The Tardane is a group of individuals (some living, some ghosts) who specialize in dealing with ghosts. They usually have a fair bit of magic to back them up, either in the form of spells, items, or both. They enforce the Ghostlaws (see below), which do not differ strongly from the regular laws of Manifest (see sidebar).

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Morbid Maze (12th-level characters)

1hr
pages 217-253

Lair of the Eyeless Lady (9th-level characters)

15min
pages 212-216

(1st-level characters) For Absent Friends

43min
pages 182-193

(6th-level characters) Lair of the Crippled One (7th-level characters)

6min
pages 210-211

Touch and Go

18min
pages 177-181

Undead Martyr

2min
page 172

Spirit Tree

6min
pages 170-171

Spectral Steed

3min
page 169

Mumia (Template

3min
page 167

Ectoplasmic Vermin

2min
page 161

Fire Spectre

2min
page 162

Ghost (Template

7min
pages 163-164

Bonesinger (Template

5min
pages 158-159

Artaaglith (Demon

1min
page 157

Ghosteater

2min
page 165

Dread Ram

3min
page 160

Monstrous Vampire (Template

3min
page 166

Sura-Khiri

6min
pages 143-144

The Demiplane Known as Coil

8min
pages 145-146

Thurkasia

12min
pages 151-153

Tereppek

16min
pages 147-150

Xaphan

11min
pages 154-156

Hikirian Peninsula

4min
page 138

Bazareene

8min
pages 135-137

Salkiria

18min
pages 139-142

Inserting Manifest into an Existing Campaign

4min
page 134

The Ghostwalk

11min
pages 110-112

Fortress of Trun

6min
pages 132-133

Yisa-Khardomas

3min
page 102

The Catacombs

9min
pages 106-109

Merchant Ward

4min
page 98

Forestview

4min
page 99

City Government and Laws

3min
page 100

The Portal Ward

16min
pages 93-96

Galaedros

4min
page 83

Tephaneron

4min
page 87

Races in Manifest

4min
page 90

The Living and the Dead

5min
page 89

The History of Manifest

13min
pages 74-77

Dracanish

4min
page 81

Magic Items

46min
pages 62-73

Feats

46min
pages 28-39

Ghost Slayer

3min
page 26

Skills

4min
page 27

Changes to the Rules

7min
pages 40-41

Equipment

10min
pages 42-44

Deathwarden Chanter

12min
pages 23-25

Bone Collector

8min
pages 21-22

Arboreal Guardian

8min
pages 19-20

The Faces of Death

2min
page 11

Adventuring and Ghost Levels

9min
pages 12-13

Possession

3min
page 14

To Live and Die and Live in Manifest

4min
page 6

Ghost Traits

10min
pages 8-9

Ghost Powers

4min
page 15

Physical Death and Ghosts

5min
page 10

Eidoloncer

7min
pages 17-18
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