Ghostwalk - 3.5e

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using shapechange to assume dragon form does not pass immediately to the True Afterlife if slain. The soul determines the result, not the physical body.

ALL ABOUT GHOSTS

CHAPTER 1:

GHOST TRAITS Although ghosts do not need to breathe, eat, or do most other things that living beings do, every ghost has an unusual attachment to one aspect of its former life. Ghosts feel strange urges to eat food they enjoyed when living, to visit people or places they knew in life, or to engage in the same recreational activities they did when living. These urges are not magically induced and are not a curse or a disease that can be removed with magic (although a calm emotions spell suppresses the urge for the duration), but simply an extension and exaggeration of part of the ghost’s actual life. These urges, called ghost traits by the people of Manifest, usually take the following forms. Auditory: The ghost has an unusual attachment to a particular kind of sound or noise. A ghost might need to hear the pounding surf, a particular musical instrument played at great volume, or people arguing. Some evil ghosts have acquired a need to hear people screaming, so they kidnap and torture victims to meet this need. Other ghosts have a taste for magically created sounds and hire illusionists or use magic items to create these exotic sounds. Hunger: The ghost needs to eat large quantities of food on a regular basis. Unlike with the oral trait, the emphasis is on quantity rather than quality, and it’s not the taste that matters. Since a ghost doesn’t feel discomfort from eating too much (without a stomach it’s not possible to feel stomach pains), he is free to gorge himself, and he can only satisfy this urge by eating enough food in one sitting to sate a very large and gluttonous person (typically three full meals’ worth of food). Flesh: The ghost has cravings for sensations of the

flesh. Different ghosts meet this need in different ways—massage, sex, or self-mutilation are common methods—but they always seek intense sensations to overcome their dim senses. Home: The ghost has an attachment to a particular building or place and must spend at least 8 continuous hours at that place to feel normal. The ghost may haunt the site (if it has appropriate ghost powers), guard it, repair it, or perform any other obvious activity (the trait is about being recognized as part of that place, in addition to merely being there). The chosen site is normally one associated with the death of the person, or some place to which she had a strong attachment in life. People killed far from Manifest rarely acquire this ghost trait, or, if they do, they never make it to the city. Ocular: The ghost is obsessed with certain sights or images of certain creatures, places, or things. A ghost needs to observe the chosen sight for at least 1 hour without serious distractions (such as participating in combat, magical research, or anything that requires concentration) to satisfy this habit. If the sight is a person, the ghost may be thought to be a malevolent haunt or stalker. People, buildings, landmarks, or a kind of monster are all appropriate targets, as are dramatic visual events such as a popular play, a burning building, or an earnest lethal combat. Sometimes a surrogate obsession (such as a person that resembles the target or an illusion of a burning building instead of an actual fire) is satisfactory for the purpose of meeting this need. Oral: The ghost fixates on food and needs to eat a significant meal that it can actually taste on a regular basis. Because ghost senses are dulled, this is usually strong and spicy fare and the same kind of food the person enjoyed when alive. For example, a ghost who was fond of steaks in life might feel the need to eat a steak laden with peppers and garlic and marinated in a strong wine. In some cases, the craving is for exotic

pqqqqrs A GHOST IS NOT A GHOST The Monster Manual describes a ghost as a restless spirit that for some reason cannot give up its ties to the living and haunts a particular location or item. These ghosts are undead creatures of many different types (humanoids, giants, magical beasts, and so on) and have many strange powers that make them incredibly dangerous combatants. Furthermore, killing them is usually only a temporary solution, for they rejuvenate and return to their old haunts. The ghosts described in this book are not that kind of ghost. Ghosts in the Ghostwalk campaign are merely the souls of living creatures (humanoids, with only a few exceptions) existing in another state. They are not tied to one site, do not suddenly gain a suite of fantastic powers, and—most important—are not undead. They are simply people with a slightly different shape.

Whenever this book refers to a “ghost,” it is not talking about a Monster Manual ghost. In fact, because being a ghost is so common and easily achieved, the ghosts described in the Monster Manual are almost unheard of. The few references in literature that speak of these undead ghosts refer to them as “undead skulkers,” “undead haunts,” or “undead spirits,” and have problems differentiating between them and other incorporeal undead such as spectres and wraiths. These references and the people of this world never confuse these creatures with the sort of ghosts who inhabit Manifest. To avoid confusion and preserve the flavor of this campaign, undead ghosts should rarely, if ever, be used in the context of a game. The line between the spiritual dead (ghosts) and undead of any kind is a strong one in this setting, and including an undead sort of ghost blurs that line and reduces some of the impact of all undead being evil.

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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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