Ghostwalk - 3.5e

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The following entries detail locations of interest in the Merchant Ward: M1. Herbal Elixirs: This establishment sells potions, as well as less costly (and far less effective) herbal remedies and other concoctions. Wares: Those with the money can purchase any potion listed in the DUNGEON MASTER’s Guide for its market value, as well as alchemical special items listed in Goods and Services under Equipment in Chapter 1: Rules. M2. Erned, Scribe: Ashton Erned (male halfling Wiz8) lives and works in this small shop, creating and selling scrolls. He once did other scribe work, but gave it up for the much more lucrative trade of scrollmaking. Wares: Roll 4 times each for minor, medium and major arcane scrolls (in both the DUNGEON MASTER’s Guide and under Magic Items in Chapter 1: Rules of this book) to determine what Ashton has in stock at any given time. He also makes scrolls to order (for a 10% fee above the usual cost). M3. Shellhand’s Armor: Vaos Shellhand (female elf Com7) works as an armorer, making all sorts of metallic armor and shields. She also buys and resells used armor. Vaos is secretly a member of the Quiet Knights and is noticeably less pleasant to living customers who travel (or are known to travel) with ghosts. She is downright rude to ghosts, but will not baldfacedly refuse their business, or their gold. M4. Leather Goods: This simple storefront is managed by Tara Hiller (female human Com1). As the name suggests, the place sells all sorts of leather goods, from armor to bags and from belts to boots. Tara gets all her wares from a tannery located in the Tombyards (located well away from the central portion of the city because of the smell involved with tanning leather). M5. Chason’s Cheese: This simple cheese shop and dairy is actually a front for a criminal gang that works in burglary, mugging, and occasionally extortion. Chason (male halfling Rog6) is both proprietor and head of the gang. There’s a secret room in the back that they use for a hideout and a place to stash loot. Chason and his followers are not members of the Golden and thus must hide from both the authorities and the guild. One statue on each wall of the building’s façade has peepholes set into its eyes to allow Chason to keep an eye on the street outside.

CHAPTER 2:

Locations within the Merchant Ward

M6. The Callers: This messenger service takes packages or messages anywhere in Manifest for a cost of 1 sp per package weighing up to 5 pounds (it costs 1 sp for every pound over the first 5). Jyssea Newcorn (female human Com2) is the head of the business, as well as a Quiet Shepherd in the Knights of the Quiet. She is very young and extremely intelligent. M7. Green Livery: Relald Webser (male human Com3) sells, buys, and tends horses, mules, riding dogs, and oxen. He also rents and sells carts and wagons. Every bit of statuary around Green Livery features the subject riding or tending a mount of some sort. Because he has such close contact with the caravans that come and go through the city, Relald also acts as an agent for available, relatively unskilled laborers (hiring for positions as porters, pallbearers, animal tenders, and the like) who find themselves looking for work during their stay in Manifest. He can usually line up employers with employees within two days. He takes a 10% cut of all employee salaries for the first month to pay for his services. M8. Yurnst Sisters, Alchemists: Igona and Gretor Yurnst (female humans Sor2) and Inia Tohm (female elf Exp7) work here, creating alchemical mixtures for sale. They also offer various services for object identification, as well as advice on personal matters (they do not purport themselves to be fortunetellers, but rather concerned advisors). Igona and Gretor are sisters, but they have recently let Inia into the business because, while they are semicompetent spellcasters, she has a greater grasp of alchemy. Wares: Igona and Gretor sell all alchemical items found in the Player’s Handbook, keeping at least 5+1d20 of each item in stock at all times. M9. The Tinshop: Ostensibly the shop of a tinsmith, this is actually the workshop of a number of gnomes who construct shellcraft manikins for ghosts to inhabit (see the Equipment section in Chapter 1: Rules of this book). This is a fairly new invention, and the gnomes are not entirely sure of the legality of it. Thus, they operate from the tinshop and sell their incredibly expensive (they start at 250 gp) inventions to wealthy ghosts.

THE CITY OF MANIFEST

of vendors with wooden stands and carts. Statuary in the Merchant Ward tries to capture the essence of daily life. It shows figures involved in all sorts of activities, most notably shopping (usually for whatever wares are for sale in that particular building). The ward teems with people during the day, but is mostly quiet at night. The City Watch patrols here frequently and in great numbers, looking for thieves. This might be the newest ward, but it is also the one Manifest most depends on for future growth.

FORESTVIEW A mostly residential district, the Forestview ward is located on the eastern end of the city, near the edge of the Spirit Wood. The buildings here are mostly made of wood, and the streets are dirt rather than cobblestone. There are fewer actual statues in this ward than any other, but most houses have reliefs carved into their façade. In this way, the imagery of Forestview is the most reflective of modern sensibilities (since the owners have the opportunity to change the styles or subjects decorating their buildings every time they require repairs or additions). Trees still grow among the buildings, and the whole ward has a healthy, natural feeling, generally free of the smells of the city. The streets of Forestview are

99


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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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