Ghostwalk - 3.5e

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9:48 AM

Page 134

CHAPTER 3:

THE GHOSTWALK CAMPAIGN

and sometimes uses her to interrogate prisoners, for The Fang’s charming gaze can be used hundreds of times until the victims succumb. The staircase in this room leads to area 15. 15. Lich Torture The necromancer Tapakan (NE male human lich Wiz14) is imprisoned here, magically fused into the rock of the south wall of his chamber. Tapakan was once a trusted lieutenant of Trun, but he mutinied. In retaliation, Trun destroyed his spellbook and depleted his spells in an extended battle, after which she was able to confine him with relative ease. He now serves as a reminder of Trun’s power and a threat of punishment for those that would betray her. He asks any living creature that enters this place to free him in exchange for information, which would require chipping away at the rock, a stone shape spell, or something similar. Tapakan is barely visible as a skeletal face and hands protruding from the south wall. 16. Bodak Haunt Three bodaks wander around this room, kept deep underground to protect them from dangerous sunlight. The bodaks obey only Managin (because they recognize his ties to Orcus) and disregard orders from anyone else, including Trun.

18. Necroplasm Lair Trun has several necroplasms of the largest size here, which have been ordered to not leave this room. 19. Meditation Chamber This room is decorated with carved stone skulls, some of which are 4 or more feet across. The largest skulls are used as the resting place for Hadran (NE male human vampire Rog15) and his vampire spawn. He and his undead gang were destroyed six years ago by a team of adventurers serving Aluvan and Dracanish, and he still is resentful about this and preferentially attacks servants of these deities. At night Hadran and his slaves act as spies for Trun, their ability to enter spaces in gaseous form making them ideally suited for this work. He wants to eliminate Trun and take her place, but he knows that she is more powerful than he and would return in a year for vengeance, so he sulks.

INSERTING MANIFEST INTO AN EXISTING CAMPAIGN

Manifest can, with only a little work, be inserted into an existing campaign. All that is required is that the cosmology of the campaign be altered (or defined) to include the concept of the physical land of the dead and the entrance as described in this product.

17. Mohrgs Trun keeps five mohrgs magically bound to this room 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 While Ghostwalk is intended as a stand-alone campaign, it can be used as part of an ongoing campaign set in an existing D&D world. If introduced in this fashion, Manifest and its environs should be placed in a remote area to explain why the heroes had not heard of it before. Likewise, the magical effects that create ghosts and the disposition of souls to the True Afterlife instead of the outer planes should be a localized phenomena to avoid invalidating existing lore on the nature of the afterlife in the world. All the deities except Aluvan and Dracanish can be replaced by similar deities appropriate to the campaign. The draw of the True Afterlife should extend about 500–1,000 miles from Manifest, and outside that range the normal D&D rules for death and souls apply. In the FORGOTTEN REALMS campaign, Manifest could be on the islands of Lantan or the Moonshaes, or in the realm of Tashalar. Its unique cosmology applies to the entire country in which it lies. Chaniud is Tyr, Durann is Torm, Eanius is Mielikki, Galaedros is Silvanus, Khostren is Talona, Nessek is Kossuth, Phaant is Beshaba, Soggelos is Deep Sashelas, Tephaneron is Tempus, Uhanam is the Red Knight, and Wyst is Selûne. Orcus can remain as he is (since his cult has been found in Damara, it could be elsewhere) or could be replaced

with Kiaransalee or Velsharoon. The campaign should deemphasize the role of drow and other Underdark inhabitants common in other parts of Toril. Alternately, the peninsula could be placed on the continent of Maztica and used in place of what is described there in the FORGOTTEN REALMS Campaign Setting. This would keep Manifest as an exotic location, allow for the use of the “native” Manifest deities, and give a geographical explanation for why the fate of souls is different in Manifest than in all of Faerûn. In a GREYHAWK campaign, Manifest and its surrounding countries could replace the Yeomanry and the Hold of the Sea Princes or could be an undiscovered group of civilizations in the Amedio Jungle or south of the Amedio. In such a campaign, Chaniud is Lendor, Durann is Heironeous, Eanius is Ehlonna, Galaedros is Obad-Hai, Khostren is Incabulos, Nessek is Wee Jas, Phaant is Ralishaz, Soggelos is Procan, Tephaneron is Erythnul, Uhanam is Delleb, and Wyst is Fharlanghn. Orcus can remain, as he already has an established presence in Oerth lore. If your GREYHAWK campaign is set in the western countries, Manifest could be placed in the Lendore Isles or in the eastern part of the old Great Kingdom so that altering the map and history to fit this book would have little impact on an ongoing campaign.

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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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