Ghostwalk - 3.5e

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4/10/03

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Page 132

CHAPTER 3:

THE GHOSTWALK CAMPAIGN

Heart of Life, a minor artifact of Galaedros’s church; he does not know it, but if the powers of the Green Heart of Life are combined with that of the Eye of Law and the Bone Source they may be the key to returning to the world of the living with life and memories intact. Menhirs These large blocks of pale gray stone are over 10 feet tall and encrusted with moss. Each has four sides and a flat top, and narrow slightly from bottom to top. Each is graven with holy symbols of Eanius, Galaedros, and Soggelos and other runes of power. Any worshiper of one of the three nature deities who knows the proper command word can speak it and enter a menhir as if under the influence of a meld into stone spell and remain therein for up to 1 hour. Furthermore, as a full-round action the person may exit from any other menhir on the large island or the menhirs on the adjoining islands (leaving the same menhir the person entered does not count as an action but counts normally toward that person’s movement for the round). Damaged Menhir This menhir is similar to the others except it bears a large diagonal black fissure running from its top to about halfway toward the ground. Damaged in an attack by undead, the menhir no longer has any magical powers, nor can it be used as an exit point for any of the other menhirs. Pool Most creatures on the island drink water from this pool rather than going to the greater shore. The pool is the center of a hallow spell maintained by the druids, and it is used as a scrying pool when they feel the need for such magic. Fortress of Trun

This island is little more than bare earth and rock around an ugly-looking pile of burned stone rubble. Once a haven in the name of Aluvan, its former lord was slain a hundred years ago, and his home was torn down. Now the lady of the place, a Bazareene noblewoman turned into a spectre long ago, gathers undead into her service and sends out occasional raids to the Veil Island or other places in the True Afterlife. Surrounding the rough stone fortress is a span of blasted soil inhabited by many kinds of undead, from wights to wraiths to spectres to shadows to stranger kinds only seen around Xaphan. These creatures lay low during the day, hiding among the crevices of the fort or burying themselves in the earth. The underside of this island is rough and rocky and has no caves, tunnels, or entrances. However, many undead cling to its surface here as well, so those looking for a secret entrance are in for a surprise. Most of the undead here have regained their bodies (with the normally incor-

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poreal ones merely being healed by this rather than gaining an actual body), but some of the corporeal undead had only part of their bodies reach the True Afterlife and, therefore, are burdened by negative levels. Undead also pack the interior rooms of the fortress unless otherwise specified, the types determined by the Dungeon Master as appropriate. The master of this island, Trun (LE female human spectre Sor19) is one of the Sherem-Lar and used to commanding respect from others. Among many powerful magic items she has acquired from slain victims, she has the Bone Source, a graven elf skull empowered with necromantic energy. She believes she can use this item to transport herself back to the world of the living, but she fears it will not prevent her from losing her memories of this place or the things she has learned since being dispatched to here, and so she waits. She does not know for sure, but she suspects that another artifact used in conjunction with this one may prevent the memory loss caused by the transition between the two worlds. Trun is always accompanied by four 8 HD undead martyrs. Because her resources are limited and she cannot create new items or undead, she is limited to gathering large forces of undead, which pack her island like rats in a slum. 1. Great Door This door is constructed of several large pieces of rubble fused together with great heat. It has no lock, but it is warded with a symbol of stunning triggered by a good creature approaching within 10 feet of the door. As undead are not subject to stunning, her undead followers have no fear of the door’s effects and if the island is attacked, they try to lure obviously good opponents (such as paladins) near the door. 2. Entryway Other than the ever-present undead, there is nothing unusual about this room. 3. Wraith Trap Trun keeps a gang of wraiths here, locked in with an arcane lock spell. She doesn’t care if they get let out, as their main purpose here is to swarm over intruders who inadvertently release them. 4. Mumia Generals This is where Trun’s mumia generals (LE male human mumia Mnk14) reside. All undead on the island obey them as willingly as they obey her. 5. Martyr Lair Most of the undead kept here are advanced undead martyrs, which scatter across the island if the place is ever attacked in order to absorb as much damage as possible. They often roam other parts of the fortress and follow other important undead creatures.


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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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