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O ne of the advantages of designing gam es in

W ashington state is the ready supply ofrules-know ledgeable gam ers.During the design and developm ent
ofthe Ghostwalk cam paign,we spentawhole sum m er
playing through two ofthe adventuresincluded in the
book.Thisweekly m inicam paign allowed usto testnot
only the adventures but also the gam e rules for the
setting.Playtesterfeedback helped shape the flavorof
M anifest and its environs, and the com m ents we
received often offered ideasand solved problem sthat
the designershad overlooked.
U nfortunately,noteverything we wanted to include
w
oul
d fitinto the book.So w ithoutfurther ado,here
D esign:
Sean K Reynolds
ar
e
s
om
e additionalm onster tem plates,feats,spells,
Editing:
Penny W illiam s
and m agic item s for the Ghostwalk cam paign,plus an
Typesetting:
N ancy W alker
adventure seed foryou to develop and the fullstatistics
D esign M anager:
Ed Stark for the playtestcharacters.M ay allofthese offerings
W eb Production:
JuliaM artin enhance your playersexperiences on the other side.
W eb D evelopm ent:
M ark A.Jindra
G raphic D esign:
Sean Glenn,CynthiaFliege
O riginal G hostw alk Playtesters: Jacob BaraShowronek,Brandi Dom kowski,Steven Dom kowski,
Fabian Guttge, M ichelle H udgens, Kevin Karty,
Jonathan Koppel,Ram usPechuel,DanielPogoda,Scott The follow ing tem plates are new for the Ghostwalk
Q uillin,DanyelRohm ann,AndreasU he,Andre W eber, cam paign.O ne isan acquired tem plate thatrem ainsin
force only tem porarily;the otherisinherited.
Chad W ilson,and Brad W yble.

GH O STW ALK W EB
EN H AN CEM EN T

CRED ITS

N EW M O N STER
TEM PLATES

The R PG A Ghostwalkplaytestersare notlisted in the product,butwe


wantto thank them here fortheirvaluable feedback.

BLO O D GH O U L (TEM PLATE)


A blood ghoulisa m ortalcreature tem porarily altered

Based on the original D U N GEO N S & D RAGO N S gam e by E.


sblood.Though thisact
Gary Gygax and Dave Arneson and on the new edition ofthe by the ingestion ofa vam pire
D U N GEO N S & D RAGO N S gam e designed by Jonathan Tweet, com pels the blood ghoul to serve the vam pire that
M onte Cook,Skip W illiam s,Rich Baker,and PeterAdkison. provided it,m any ofthese creaturesactually enjoy their
D & D , D UN G EO N S & D RAG O N S, and D UN G EO N M ASTER are registered
tradem arks owned by W izards of the Coast, Inc. The d20 logo is a
tradem ark owned by W izards ofthe Coast,Inc.AllW izards characters,
characternam es,and the distinctive likenesses thereofare tradem arks
owned by W izards ofthe Coast,Inc.
This m aterialis protected underthe copyrightlaws ofthe United States ofAm erica.
Any reproduction orunauthorized use ofthe m aterialorartwork contained herein is
prohibited withoutthe express written perm ission ofW izards ofthe Coast,Inc.
2003 W izards ofthe Coast,Inc.Allrights reserved.M ade in the U.S.A.
This productis a work offiction.Any sim ilarity to actualpeople,organizations,
places,orevents is purely coincidental.
This W izards ofthe Coastgam e productcontains no O pen G am e Content.
N o portion ofthis work m ay be reproduced in any form withoutwritten perm ission.
To learn m ore aboutthe O pen G am ing License and the d20 System License,
please visitwww.wizards.com /d20.
The Tem ple ofRedcliffis a shortD & D adventure forfour10th-levelcharacters.Consult
the Scaling the Adventure sidebarforways to m odify the scenario
forhigherorlowerlevels ofplay.
This scenario can be incorporated into any style ofcam paign.Since the adventure
takes place in an abandoned tem ple and includes undead creatures,any party that
chooses to undertake the m ission should include a cleric.

roles and would willingly serve even without this


com pulsion.Despite theirconnectionswith vam pires,
blood ghoulsare notthem selvesundead,norare they
related in any way to the ghoulsin the M onsterM anual.
Blood ghoulscannotpropagate theirown kind;each is
created by a particular vam pire.The transform ation
usually lastsseveraldaysbutm ay persistforweeksor
even m onths (see Spawning a Blood Ghoul,below).
Because they can m ove about freely in daylight,
blood ghouls serve as the eyes,hands,and guards of
their m asters.In the Ghostwalk cam paign,vam pires
often dispatch blood ghouls to m eet contacts and
arrange dealswithin the city,where undead are forbidden to go.O ccasionally,vam piresalso use such servants
to protecttheirhidden lairs.
A blood ghoullooks the sam e as it did before its
transform ation,exceptthatitseyestend to gleam with
an eerie red glow in low -light conditions.A typical
blood ghoulhasaferaland sly dem eanorand adoptsa
posture thatbespeaksstealth.

A blood ghoulunderstands w hatever languages it


GhoulR age (Ex):Thisability worksexactly like a
knew before itstransform ation.
barbarians rage,except that the blood ghoul w olfs
Strength and Constitution scoreseach increase by only
Sam ple Blood Ghoul
+2,and the effectlasts for only 3 rounds.There is no
Thisexam ple usesawolfasthe base creature.
daily use lim itfor this ability,buteach use ofghoul
Blood GhoulW olf
rage subtractsone day from the tem platesrem aining
M edium -Size Anim al
duration.The blood ghoulwolfcan activate thisability
H it D ice:2d8+6 (15 hp)
ofitsow n free w ill,and ittendsto do so w heneverit
Initiative:+2
enterscom bat.
Speed:50 ft.
W hile a blood ghoulw olf rages,its m outh froths
AC :14 (+2 D ex,+2 natural),touch 12,flat-footed 12 w ith blood and itseyesbecom e noticeably red in any
Attacks:Bite +3 m elee
light.Itsstatisticschange asfollows:H D 2d8+8;hp 17;
D am age:Bite 1d6+3
AC 12,touch 10,flat-footed 10;Atk +4 m elee (1d6+4,
Face/R each:5 ft.by 5 ft./5 ft.
bite);SV Fort+7,W ill+3;Str17,Con 19.
SpecialAttacks:Trip
Turning Sensitivity: A blood ghoul w olf
SpecialQ ualities:Em pathic link,ghoulrage,low- cannotactually be turned,butifitis in the area ofa
lightvision,scent,turning sensitivity
turning effect that is powerful enough to turn an
Saves:Fort+6,Ref+5,W ill+1
undead creature of2 H itDice,itisdazed for1 round.If
Abilities:Str15,Dex 15,Con 17,Int2,W is12,Cha6 the turning effectwould destroy an undead with 2 H D,
Skills:H ide +3,Listen +8,M ove Silently +4,Spot+6, the blood ghoul w olf im m ediately loses the blood
W ildernessLore +1*
ghoultem plate and isdazed for1 round.Allthe norm al
Feats:AlertnessB,W eapon Finesse (bite)B
effects that occur w hen the tem plate ends naturally
also apply to such aprem ature term ination.
C lim ate/Terrain: Any forest, hill, plains, and
Scent (Ex): A blood ghoul w olf can detect
m ountains
approaching enem ies,sniffouthidden foes,and track
O rganization:Solitary,pair,orpack (7-16)
by sense ofsm ell.
Challenge R ating:2
Skills:*A blood ghoul w olf receives a +4 racial
Alignm ent:N eutral
bonus on W ilderness Lore checks w hen tracking by
Advancem ent:3-5 H D (Large)
scent.
A blood ghoulw olftypically serves as a guard for its
m aster.Itneitherenjoysnordislikesthe service.
The eyes of a blood ghoulw olf gleam red in the
fading sun,and itappearsleanerand hungrierthan an
ordinary wolf.
Co m bat

A blood ghoul w olf m akes effective use of its trip


attacksin conjunction with biting.
Trip (Ex):A blood ghoulwolfthathitswith abite
attack can attem ptto trip the opponentasafree action
withoutm aking atouch attack orprovoking an attack
of opportunity. If the attem pt fails, the opponent
cannotreactto trip the blood ghoulwolf.
Em pathic Lin k (Su): A blood ghoul w olf is
treated as ifunder the effectofits vam pire m asters
dom ination ability,though only basic com m ands(as
noted in the dom inateperson spelldescription)can be
conveyed.If the vam pire is killed,the blood ghoul
w olf becom es confused (see the D U N GEO N M ASTER
s
Guide,page 84) until the duration of the tem plate
expires.

Creating a Blood Ghoul


Blood ghoulisan acquired tem plate thatcan be added
to any M edium -size or sm aller corporeal anim al or
hum anoid (referred to hereafterasthe base creature).
A blood ghoulhas allthe base creatures statistics
and specialabilitiesexceptasnoted here.The transform ation istem porary,lasting up to 1 week perH itDieof
the vam pire w ho provided the blood (see Spaw ning a
Blood Ghoul,below).The creature returnsto itsform er
state when the duration expires,losing alleffectsofthe
tem plate.
Size and Type:The base creaturessize and type
are unchanged.
SpecialQ ualities:A blood ghoulretainsthe all
the base creatures special qualities and gains those
described below.
Em pathic Link (Su):A blood ghoul is treated as if
under the effect of the vam pires dom ination ability,
though only basic com m ands(asnoted in the dom inate
personspelldescription)can beconveyed.Ifthevam pire
is killed,the blood ghoulbecom es confused (see the
D U N GEON M ASTER
sGuide,page 84)untilthe duration of

the tem plate expires.Thisability functionsin the sam e


way forhum anoid and anim alblood ghouls.
GhoulRage(Ex):By drawing upon the corruptpower
w ithin its body,a blood ghoulcan choose to enter a
lim ited sortofrage.W hen thisability isactivated,the
creatures m outh froths w ith blood,and its eyes turn
red from increased blood flow. This ability w orks
exactly like abarbarian
srage,exceptthatthe creature
s
Strength and Constitution scoreseach increase by only
+2,and the effectlastsforonly 3 rounds,regardlessof
the blood ghouls Constitution m odifier.There is no
daily use lim itfor this ability,buteach use ofghoul
rage subtractsone day from the tem platesrem aining
duration.Even anim alswith thistem plate can activate
thisability oftheirown free will,and they tend to do so
wheneverthey entercom bat.

SPAW N IN G A BLO O D GH O U L
To create a blood ghoul,a vam pire m ust get the
targetcreature to ingestsom e ofhis undead blood.
Creating a blood ghouldoes notharm or weaken a
vam pire in any way.
The vam pire can im pose the tem plate for a
totalnum ber ofweeks equalto his H it D ice,allocating thattim e as desired am ong his blood ghoul
servants in increm ents of 1 week.For exam ple,a
5-H D vam pire could create up to five blood
ghouls,each lasting for 1 week.Alternatively,he
could create three blood ghouls that last 1 week
each plus a fourth thatlasts 2 weeks,orone blood
ghoulthat lasts 5 weeks,or any com bination that
adds up to 5 weeks oftim e.H e need notcreate all
his blood ghouls at once, but he m ust have at
least 1 week of duration available at the tim e he
creates a new blood ghoul;otherwise the attem pt
fails.Each tim e 1 week ofa blood ghouls tem plate
duration passes, the vam pire regains a w eeks
worth of potentialduration.Thus,when the first
w eek of a blood ghouls 2-w eek duration has
elapsed,the vam pire regains 1 week of potential
duration.
A vam pire m ay extend the length of a blood
ghouls service at any tim e by feeding her m ore of
his blood.Each such feeding extends the service by
one week,assum ing thatthe vam pire has a weeks
worth ofduration available.Ifhe has m ore than 1
w eek available, he m ay add as m any w eeks as
desired to one blood ghouls tem plate through
m ultiple feedings,or he m ay divide the available
duration up am ong severalblood ghouls (m ini

Turning Sensitivity:Though a blood ghoul is not


undead,the vam piric blood w ithin itrecoilsfrom the
positiveenergy used to turn ordestroy undead.A blood
ghoulcannotactually be turned,butifitisin the area
ofa turning effectthatispowerfulenough to turn an
undead creature ofitsH itDice,itisdazed for1 round.
Ifthe turning effectwould destroy an undead with the
blood ghoulsH D,the creature im m ediately losesthe
blood ghoultem plate and isdazed for1 round.Allthe
norm aleffectsthatoccurwhen the tem plate endsnaturally (see below ) also apply to such a prem ature
term ination.
Abilities: Increase from the base creature as
follows:+2 Strength,+2 Constitution.
Feats:A blood ghoulgains Alertness as a bonus
featforthe duration ofthe tem plate.

m um extension 1 week),or he m ay use itto create


new blood ghouls.
Feeding a prospective or existing blood ghoul
takes 1 m inute.O nce the targetis fed,she is nauseated for 1 m inute while the undead blood works its
changes in her body.After this process is com plete,
she gains the blood ghoultem plate and becom es a
willing servantofthe vam pire for 1 week.N orm ally,
this transform ation is applied to already willing targets,or to charm ed or helpless ones.Ifthe targetis
unwilling and able to resist,the vam pire m ust pin
her during a grapple.O nce she is pinned,the vam pire can use his nextattack to force her(with a successfulgrapple check) to ingest his blood.U pon
tasting vam pire blood,the targetm ustsucceed ata
W illsaving throw (D C equals the save D C ofthe
vam pires other specialabilities) or consum e his
blood forthe nextm inute.A successfulsaving throw
m eans the vam pire m ust try again the next round
w ith another grapple check.This com pulsion to
drink blood is a m ind-affecting,com pulsion effect.
W hen a blood ghoulloses this tem plate by any
m eans (either through expiration or via turning sensitivity;see above),she becom es fatigued.This condition persists untilshe gets 8 hours ofcom plete,
uninterrupted rest.Ifshe was serving the vam pire
againsther will(in other words,ifingestion ofthe
vam pires blood was the only thing com pelling her
service),she is im m ediately freed from his control.
Losing the tem plate does not,however,rem ove any
other controlthe vam pire m ay exertover the form er
blood ghoul(such as his naturaldom ination ability
ora charm effectfrom a spell).

Challenge R ating:Sam e asthe base creature +1. Clim ate/Terrain:Tem perate forest
O rganization:Solitary,pair,orgrace (36)
VALICO RN (TEM PLATE)
Challenge R ating:2
Valicorns are the offspring ofunicorns and horses or Alignm ent:Chaotic good
other horselike creatures. They are rare except in Advancem ent:48 H D (Large)
forests w here the unicorn population has dw indled
below the levelat w hich it can sustain itself.In the Sw iftm anes are the offspring of unicorns and w ild
Ghostwalk cam paign,repeated attacks by undead and horses.They often travelthe SpiritW ood in pairs or
yuan-tiover the centuries have w innowed the Spirit graces. Sw iftm anes som etim es serve as m ounts for
W ood unicornsdown to butahandfulofindividuals,so otherprotectorsofthe woodland.
those rem aining have begun to take horses as m ates.
Valicornsare norm ally foaled by awakenedhorses,but Co m bat
in desperate tim eseven anorm alhorse m ay bearorsire A sw iftm ane usually attacks w ith its hornplate and
avalicorn.
followsup with hoofattacks.
A valicorn resem blesitshorse parent,exceptthatits
Spell-Like Abilities:3/day detectevil;1/day
eyes are the color of the unicorn parents,and it has curelightwounds,dim ension door.Casterlevel5th.
Im m unities (Ex):Swiftm anesare im m une to all
slightly cloven hoovesand ahard plate on itsforehead
m ade ofthe sam e m aterialasaunicorn
shorn.Valicorns poisonsand to charm and holdeffects.
Protection from Evil (Su):Thisability duplibreed true with theirown kind orwith unicorns.
A valicorns attitude is m uch like that of a true catesthe effectsofthe spellofthe sam e nam e.Itfuncunicorn,though itism ore likely to run forhelp than to tionscontinuously,and the swiftm ane cannotsuppress
charge into battle w ith a powerfulenem y.Valicorns the effect.
refuse to be tam ed,although they m ake lasting friendScent (Ex):A sw iftm ane can detectapproaching
shipswith those ofpure heart,justasunicornsdo.
enem ies,sniffouthidden foes,and track by sense of
The hornplate from avalicorn
sforehead isworth up sm ell.
to 100 gp in som e m arkets,and itisused forthe sam e
purposes thatunicorn horns are.Those w ho trade in Creating a Valicorn
such trophiesare norm ally shunned by good creatures. Valicornisan inherited tem plate thatcan be added to
Valicornsunderstand Sylvan and Com m on,though any equine anim al of Sm all to Large size (hereafter
they cannotactually speak.M ostare adeptatrespond- referred to asthe base creature).Awakenedcreaturesof
ing through head gestureswhen they need to com m u- these kinds m ay also acquire the tem plate.N orm ally,
nicate with speaking creatures.
the valicorn tem plate is added only to ponies,light
horses(warorriding),orheavy horses(warorriding),
Sam ple Valicorn
since unicornsfind the idea ofm ating w ith anything
This exam ple uses a lighthorse as the base creature. lesshorselike than these creaturesrepugnant.
Sw iftm ane (Valicorn Light H orse)
A valicorn has allthe base creatures statistics and
Large M agicalBeast
specialabilitiesexceptasnoted here.
H it D ice:3d8+9 (22 hp)
Size and Type:The creatures type changes to
Initiative:+2
m agicalbeast.Itssize isunchanged.
Speed:60 ft.
AC : The base creatures natural arm or bonus
AC :15 (1 size,+2 D ex,+4 natural),touch 11,flat- increasesby +1.
footed 13
Attacks:A valicorn gainsan attack with itshornAttacks:H ornplate +3 m elee and 2 hooves-3 m elee plate (a kind ofhead-butt)in addition to the base creaD am age:H ornplate 1d4+2,hoof1d4
ture
s attacks. The hornplate becom es the creature
s
Face/R each: 5 ft.by 5 ft./5 ft.
prim ary attack,and allothernaturalattacksexceptbite
SpecialAttacks:Spell-like abilities
becom e secondary.The valicorn cannotuse the hornSpecial Q ualities: Im m unities,low -light vision, plate attack if it also bites in the sam e round.The
protection from evil,scent
valicorn
s hornplate is treated as a +1 m agic weapon,
Saves:Fort+6,Ref+5,W ill+3
though itspowerfadesifitisrem oved from thevalicorn.
Abilities:Str13,Dex 15,Con 17,Int10,W is14,Cha8
D am age:The valicorn
shornplate attack deals1d4
Skills:Listen +9,Spot+9
pointsofbludgeoning dam ageplusthevalicorn
sstrength
Feats:AlertnessB
bonusand thehornplate
s+1 enhancem entbonus.

Special Attacks:A valicorn retains allthe base


creatures special attacks and gains those described
below.
Spell-Like Abilities:3/day detect evil. 1/day cure
lightwounds,dim ension door.Casterlevel5th.
SpecialQ ualities:A valicorn retainsallthe base
creatures specialqualities and gains those described
below.
Im m unities(Ex):Valicornsare im m une to allpoisons
and to charm and holdeffects.
Protection from Evil(Su):This ability duplicates the
effects of the spell of the sam e nam e.It functions
continuously,and the valicorn cannot suppress the
effect.
Abilities: Increase from the base creature as
follow s:+2 D exterity,+2 Constitution,+2 W isdom ,+2
Charism a.A valicorn hasIntelligence 3d6 whetherits
horse parentwasnorm alorawakened.
Feats:A valicorn gainsAlertnessasa bonusfeat.
Clim ate/Terrain:Tem perate forest.
O rganization:Solitary,pair,orgrace (3-6).
Challenge R ating:Sam e asthe base creature +1.
Alignm ent:Alwayschaotic good.
Advancem ent:U p to 8 H D (sam e size as base
creature).

turning check.H e rollsa15 on the d20 and adds+0 for


hisCharism am odifierand +4 forthe extrause ofturning, giving a total of 19. According to Table 816:
Turning U ndead in thePlayer
sHandbook,he can turn an
undead with H itDice lessthan orequalto 3 + hiscleric
level,or 4 in this case.Success!H e rolls his turning
dam age on 2d6 and getsa3,to which he adds+1 forhis
level,+0 forhisCharism am odifier,and +4 forthe extra
turning usespent.H istotalis8,which isjustenough to
affectboth ghouls.They ghouls retreaton their turn,
and on hisnextturn the cleric runsaway to safety.
There isno lim itto the num berofusesofturn (or
rebuke) you can spend to im prove a single roll;the
bonusesstack.The additionalturning usesspentm ust
alw aysbe ofthe sam e type asthe one to be im proved.
Forexam ple,turn undead attem ptscannotbe spentto
im prove onesability to turn fire creatures(granted by
theW aterdom ain).
You can also spend usesofyourown turn ability to
aid anothers turning attem pt.In thatcase,you grant
the recipienta+4 bonuson histurning check forevery
daily use ofyourturning ability thatyou spend in this
m anner.To aid another
sturning attem pt,you m ustuse
a ready action.U sesofturn cannotbe com bined w ith
rebuke attem pts,and vice versa.

N EW FEATS

ELFBLO O D [GEN ERAL]

The traits from your elven ancestry are particularly


The follow ing additionalfeatsare available to charac- strong.
tersin the Ghostwalkcam paign.
Prerequisites:H alf-elf(nondrow).
B enefit:Yourracialbonuson Listen,Search,and
CO M BIN E TU RN IN G [D IVIN E]
Spotchecksincreasesto +2.You gain an elfsability to
You can com bine m ultiple turn orrebuke attem ptsinto notice secret doors just by passing them .W izard is
asingle,m ore powerfulattem pt.
alw aysa favored classforyou,asisyourhighest-level
Prerequisites:Able to turn or rebuke undead class.
m ore than once perday.
B enefit:Ifyou have m ore than one use ofyour
turn (orrebuke)ability rem aining forthe day,you can
spend additionaluses ofthatability to im prove your The following new spellsare available to spellcastersin
chances of success on a single attem pt.You decide the Ghostwalkcam paign.
whetherornotto com bine usesofyourturning ability
in this w ay and how m any uses you w ant to spend CAN D LELIGH T
before the turning check isrolled.Foreach additional Evocation [Light]
use ofthe ability thatyou spend in this m anner,you Level:Brd 0,Clr0,Drd 0,Sor/W iz0
gain a +4 bonuson both yourturning check and your Com ponents:V,M /DF
turning dam age roll.
Casting Tim e:1 action
For exam ple, suppose a 1st-level cleric w ith a R ange:Touch
Charism ascore of10 hasthisfeat.Confronted on asolo Target:O bjecttouched
adventure by tw o ghouls (each 2 H D w ith +2 turn D uration:1 hour/level
resistance),he decidesto spend one additionaluse of Saving Throw :N one
turning to im prove hischancesagainstthese foes.H e SpellR esistance:N o
m arks offtw o turn attem pts for the day and m akes a

SPELLS

You cause an object to glow like a candle,shedding


lightin a 5-footradiusfrom the pointyou touch.The
effect is im m obile,but it can be cast on a m ovable
objectifdesired.The lightproduced by thiscantrip is
not strong enough to counter or dispelany m agical
darkness.
Invented by the elves for use in nighttim e cerem onies, candlelight has m ade its w ay into com m on
usage.Itis particularly usefulto novices and apprenticeswho need to spend long hoursin study.
ArcaneM aterialCom ponent:A tiny candle.

D EM O N IC BLO O D IN FU SIO N
Transm utation [Chaotic,Evil]
Level:Clr6,Sor/W iz6
Com ponents:V,S,M
Casting Tim e:1 action
R ange:Touch
Target:W illing creature touched
D uration:1 hour/level
Saving Throw :N one (see text)
SpellR esistance:Yes
You grantthe subjectinfernalpowerby transform ing
itsblood into the blood ofa dem on.The subjectgains
the fiendish tem plate and the chaotic and evil
subtypes,and itbecom eschaoticevilifitisnotalready.
The creature countsasan outsiderforthe purpose of
spells and effects that affect only certain creature
types.H owever,any effect that banishes,binds,or
sends aw ay outsiders does not function against the
subject;instead,itsim ply causesdem onicblood infusion
to end im m ediately.
W hen the spell ends, all its effects term inate
im m ediately, and the target is nauseated for 1d4
rounds.
Repeated use ofthisspelltendsto corruptthe target
and force itto becom e chaotic evilifitwasnotalready.
Each tim e dem onicblood infusion iscastupon acreature
itm ustattem ptaW illsaving throw.Failure m eansthe
subject becom es chaotic if it w as not already.If the
subject is chaotic but nonevil, failure causes it to
becom e evil.Each tim e the spellis used against the
sam e creature,the D C forthissaving throw increases
by 1.
Dem onicblood infusion wasinvented by the followers
ofO rcus,who useitto boostthepoweroftheirchurch
s
m ortalservants.
M aterialCom ponent:A vialofdem onsblood w orth
100 gp.

D O O R TO GREAT EVIL
Transm utation [Teleportation]
Level:Pal4
Com ponents:V,DF
Casting Tim e:1 action
R ange:Personalortouch
Target:You orwilling paladin touched
D uration:Instantaneous
Saving Throw :N one
SpellR esistance:N o
Thisspellfunctionslike teleport,exceptasnoted above
and asfollows.W hen you castthisspell,you selectone
oftwo variants.
Send Yourself:You teleportyourself,your gear,and
your special m ount (if any).You do not designate a
destination;you are autom atically transported to the
nearestlocation on the sam e plane where yourtalents
asaholy soldierare needed.There isalwaysatleastone
evilcreature (orone creature com m itting an evilact)at
this location. Fighting this creature or creatures is
alwaysan appropriate action you are notrequired to
parley,and killing such creatures is alw ays justified
according to therulesofyourfaith.Theencounterlevel
is less than or equalto your character levelm inus 2;
thus, if you are a 14th-level paladin, you face an
encounter ofEL 12 or below.Ifyou are ofa race that
has a leveladjustm ent (such as a dark elf),use your
effective characterlevelinstead ofyouractualcharacterlevelforthe purpose ofdeterm ining the encounter
levelforthisspell.
Doorto greatevilguaranteessafe arrivalforyou (on
solid ground,notwithin araging fire orunderwater,no
chance ofam ishap,and so on),butitdoesnotprovide
you with away to return.You do,however,have avague
awarenessofthe distance traveled and know the direction you m ustgo to return to the location w here the
spellwascast.
Send Another:Thisversion ofthe spellfunctionsas
above,exceptthatinstead ofteleporting yourself,you
send anotherwilling paladin with hergearand special
m ount (if any) in your place.The challenge to the
paladin isbased on hercharacterlevel,notyours.All
otherfactorsin the spelldescription above thatreferto
youinstead referto the targetpaladin in thisversion.
This spellis a favorite of paladins of Aluvan and
Dracanish,and ofDurann to a lesserextent.O nce per
year,m any of them go on door crusades, in w hich
seniorpaladinscastthisspellon severalpaladinsin a
row, sending them to purge evil from m any spots
beneath the city ofM anifest.

FETID BREATH

thatisnotrelated to skills(such asbardic knowledge,


classabilities,ghostpowers,m em ories,racialbonuses,
and so on),nor does he gain the ability to speak or
understand any languagesthatthe ghostknows.
The ghost cannot be attacked or harm ed w hile
bound to the target.The ghost rem ains com pletely
aw are ofits surroundings,though itcannotspeak or
use any abilities (including m entalcom m unication).
W hen the spellends,the ghostisim m ediately freed
and appears in an area adjacent to the bearer.If the
beareriskilled by any m eans(even disintegrateorsom e
Thisspellfunctionslike stinkingcloud,exceptasnoted othereffectthatdestroyshisbody),the ghostisim m eabove and asfollows.
diately freed and appearsin the bearerssquare.W hen
You exhale a 10-footcone ofstinking gas.Though itappears,the ghosthas allthe abilities ithad atthe
the cone persists for only 1 round, creatures w ho tim e ofthe binding (such asprepared spellsoravailable
succum b to its effects are still nauseated for 1d4+1 spellslots,usesofturn undead,and so on).
This spellw as invented by m em bers of the Piran
rounds after leaving the area ofthe cone.A creature
thathas a specialsaving throw bonus againstpoison Sedestadelatthe behestofthe Yisa-khardom as,w ho
m ay apply thatto its saving throw againstthis spell. sought a w ay to punish crim inalghosts and stilllet
Creatures im m une to poison are unaffected by fetid them contribute to life in the city.
breath.
M aterialCom ponent:A silver needle and a vial of
Legendsm aintain thatthisspellwascreated either acid,togetherworth 100 gp.
by the yuan-tiorby an arcane worshipperofKhostren.
M aterialCom ponent:A clove ofgarlic or an onion, N EW M AGIC ITEM S
which you m usteat.
The residentsofM anifesthave developed anum berof
new m agic item sto suittheirparticularneeds.
LEECH GH O ST SKILL
B lue O ctopus Am ulet:This item consists ofa
N ecrom ancy [Ectom ancy]
wooden octopus(painted blue)hanging from aleather
Level:Sor/W iz5
cord.In itstentacles,the octopusholdsa hard,glassy
Com ponents:V,S,M
sphere filled with seawater.The am uletactsasaprotecCasting Tim e:10 m inutes
tion from elem ents (fire)spell,absorbing a total of 60
R ange:Touch (see text)
points offire dam age before itis rendered useless.It
Target:Ghosttouched
also absorbs hitpointdam age from horrid wiltingand
D uration:1 day/level
sim ilar attacks that w ork by rem oving or destroying
Saving Throw :W illnegates
m oisture in the target.Itprovidesno protection against
SpellR esistance:Yes
subdualdam age from thirst,since itisfilled with saltw ater.Like a brooch ofshielding,the am ulet does not
You bind the ectoplasm ic form ofthe targetghostonto have afixed duration foritseffect;itsim ply continues
another creature (hereafter called the bearer).The to protectitsweareruntilithasabsorbed 60 pointsof
ghostclingsto the bearer
sback orchestin the form of dam age.
a tattoo for the duration ofthe spell.Leech ghostskill
Caster Level:5th;Prerequisites:CraftW ondrous Item ,
bindsonly the ghost,notany ofitsequipm ent.
protection from elem ents;M arketPrice:1,500 gp;W eight:1 lb.
W hile thisghostly tattoo isin place,the bearerm ay
C haniuds Placards:These lacquered piecesof
use the ghost
sskillranksinstead ofhisown asdesired, parchm entare usually found in setsoften.O ne side of
regardless of the nature of the skill.For exam ple,a each placard bears the sym bol of Chaniud the
bearer wearing a ghostrogue/wizard tattoo could use Law keeper (three horizontal lines below an open
the ghost
sranksin Clim b,H ide,Knowledge,Spellcraft, circle);the otherside depictsafam ouscleric orscholar
orany ofthe ghost
sotherskills(including class-exclu- ofChaniud
sfaith.To activate aplacard,the bearerm ust
sive skills that the bearer does not possess) if they hold the card,speak Chaniudsnam e,and ask a single
exceed hisown.H e stilluseshisown ability m odifiers question as if using a com m une spell.Since m ost of
form aking skillchecks.The bearerdoesnothave access these item sare created by the church ofChaniud,the
to any ofthe ghost
sotherabilitiesorto any knowledge answercom esfrom hisagentsand m ay be colored by
Conjuration (Creation)
Level:Sor/W iz1
Com ponents:V,S,M
Casting Tim e:1 action
R ange:10 ft.
Area:Cone
D uration:1 round (see text)
Saving Throw :Fortitude negates(see text)
SpellR esistance:Yes

the gods or agents perspective.(M em bers of other


faithswho create sim ilarplacardsdo notuse Chaniud
s
sym bols or historical figures.) After the placard has
answered one question, it loses all m agic, and the
im ageson both sidesfade untilthey are barely visible.
The creation costs and other inform ation provided
below are forasingle placard.
Caster Level:5th;Prerequisites:Craft W ondrous Item ,
com m une;M arketPrice:875gp;CosttoCreate:375gp +55XP.
M essage Arrow : Each of these m asterw ork
arrowshasthe im age ofapointing hand etched into its
head and a sm allw ooden sleeve on its shaftthatcan
hold a single folder piece of paper.If a m essage is
placed into the sleeve and the arrow isfired into the air,
itspeedsoffin the direction ofthe intended recipient,
who m ay be aspecific individualorthe closestperson
m atching agiven description,asexplained in the helpinghandspell.Itsm axim um range is5 m iles.
Locating a recipientw ho isw ithin range takesthe
am ount of tim e described in the helping hand spell,
based on the distance to the target.W hile in flight,the
m essagearrow isinvisible and insubstantial,so itcannot
harm creatures or be attacked. W hen it finds the
intended recipient or an appropriate m atch for the
description itwasgiven,thearrow strikestheground at
the feetofthatindividual,w ho m ay then retrieve the
m essage from the sleeve.O nce itlands,the power of
the m essagearrow isspent;itcannotbe used in the sam e
way to send aresponse.
The m essage arrow cannot reach targets w ithin a
com pletely enclosed space,butitcan accurately steer
through any opening thatisatleastthe size ofan arrow
slit.Ifthe arrow cannotfind the recipientorasuitable
m atch within range,orifitisprevented from reaching
thetargetby som ebarrier,itreturnsto thecreaturethat
fired itand em beds itselfnear thatcreatures feet,its
powerspentand itsshaftbroken.
A crossbow boltvariantofthisweapon can be fired
from acrossbow instead ofastandard bow.Eithervariety m ay be used as a m asterw ork item of its type if
desired,though ithasthe norm alchance forbreakage
orloss,and itpossessesno specialcom batproperties.
CasterLevel:5th;Prerequisites:CraftW ondrousItem ,
helpinghand;M arketPrice:400 gp.

AD VEN TU RE SEED

O ne ofthe youngertreesofthe foresthasawakened as


aspirit-tree and isin need ofan arborealguardian ofits
own.Though itism uch weakerthan am ature tree and
lacks the know ledge and w isdom ofany elven spirits
w ithin it,the firstarborealguardians to bond w ith it

can help to shape itspersonality.The young tree isalso


very vulnerable to attacksby m onstersthatm ightwant
to destroy orcorruptit.

GH O STW ALK
CH ARACTERS
The follow ing characters were developed by the
Ghostwalk playtesters for testing out the adventures
included in the book.
D Antilliaros (Fully M an ifested):Fem ale
hum an ghost Bard 3/Eidolon 1;CR 4;M edium -size
outsider;H D 3d6 plus1d8;hp 17;Init+1;Spd 30 ft.;
AC 15,touch 12,flat-footed 14;Atk +3 m elee (1d6,+1
scream ing bola flail*), or +6 ranged (1d61/[TS]3,
m asterw ork shortbow w ith m asterw ork arrow s);SQ
bardic know ledge +5, bardic m usic (countersong,
fascinate,inspire com petence,inspire courage)3/day,
darkvision 60 ft., ghost qualities, low -light vision,
outsider traits;AL CN ;SV Fort +1,Ref +4,W ill+7;
Str8,Dex 13,Con 11,Int14,W is10,Cha16.
Skills and Feats: Bluff +10, D ecipher Script +6,
Diplom acy +8, Gather Inform ation +10, H ide +5,
Intim idate +9, Know ledge (arcana) +8, Know ledge
(ghostlore*)+6,Knowledge (history)+8,Perform +10,
Sense M otive +6; Control Visage*, Exotic W eapon
Proficiency (bolaflail),GhostRide*,Iron W ill.
Bardic K now ledge:Antilliarosm ay m akeabardic
knowledge check with abonusof+5 to see whethershe
knows som e relevant inform ation about localnotable
people,legendary item s,ornoteworthy places.
B ardic M usic:Antilliaros can use her song or
poeticsto produce m agicaleffectson those around her.
Countersong (Su):Antilliaros can counter m agical
effects that depend on sound by m aking a Perform
check for each round of countersong.Any creature
w ithin 30 feet of her w ho is affected by a sonic or
language-dependent m agical attack m ay use her
Perform check resultin place ofhisorhersaving throw
ifdesired.Countersong lastsfor10 rounds.
Fascinate(Su):Antilliaroscan cause asingle creature
w ithin 90 feet that can see and hear her to becom e
fascinated w ith her.AntilliarossPerform check result
is the D C for the opponents W illsave.Any obvious
threatbreaksthe effect.Fascination lasts3 rounds.
InspireCom petence(Su):Any ally within 30 feetwho
can see and hear Antilliaros gets a +2 com petence
bonuson skillcheckswith aparticularskillforaslong
ashe orshe can hearthe m usic.
Inspire Courage (Su): Any ally w ho can hear
Antilliarosreceivesa+2 m orale bonuson savesagainst

charm and feareffectsand a+1 m orale bonuson attack


and weapon dam age rolls.The effectlastsfor5 rounds
afterthe ally can no longerhearAntilliaros.
G host Q ualities* (Ex):Antilliaros is a disem bodied soulwith an ectoplasm ic body and ghostweakness.She isincorporealoutside ofM anifest.She hasno
discernable anatom y and can sense herphysicalbody
with asuccessfulW isdom check (D C 15).She hasa+3
naturalarm or bonus w hen not incorporealand a +4
racialbonuson H ide checks(already figured into the
statisticsabove).
B ard Spells K now n (3/2;save D C 13 + spell
level):0 daze,detectm agic,ghostsound,m agehand,read
m agic,resistance;1st causefear,charm person,m agearm or.
Possessions:Bullroarer(+1 silvered scream ingbola
flail*),m asterwork shortbow,20 m asterwork arrows,+1
cloak of protection (as ring),2 potions of cure m oderate
wounds,m asterwork bells(m usicalinstrum ent).
D escription:Antilliarosisa m ysteriousw om an
w ho doesntrevealm uch aboutherself.She uses her
ControlVisage feat to conceal her appearance at all
tim es,appearing wrapped from head to toe in an exotic
outfit.
H istory and Personality: Born in Salkiria,
Antilliaros alw ays had an inquisitive streak and a
hungerforknowledge,asisappropriate foraworshiper
ofU hanam .W hen shedied from afiretrapwhileadventuring, her ghost appeared in M anifest, and she
decided to stick around a w hile and learn about her
new form and the nature ofthe city ofthe dead.Since
then,she hasdeveloped som e ofherghostabilitiesand
ispursuing the Path ofthe Dom inator.She would very
m uch like to acquire asetofm ithralbells.
Player:AntilliarosplayerisJenniferClarkeW ilkes,
an editor in W izards of the Coast,Inc.s RPG R& D
Departm ent.Jenniferrealized thatbecause ghostshave
m uted senses,they would tend to dressin brightclothing,preferloud m usic,and eatvery spicy food.
D Furka (Fully M anifested):M ale elf ghost
Conjurer3/Eidolon 1;CR 4;M edium -sizeoutsider;H D
3d43 plus 1d81;hp 10;Init +6;Spd 30 ft.;AC 17,
touch 16,flat-footed 11;Atk +4 m elee (1d8+3/1920,
longsword),or+4 m elee (1d4+2/1920,dagger),or+10
ranged (1d8+3/[TS]3,+1 m ighty[+2 Strbonus]com posite
longbow with m asterwork arrows);SQ darkvision 60 ft.,
elf traits,fam iliar benefits,ghost qualities,low -light
vision,outsidertraits,weaselfam iliar(Silver);AL N ;SV
Fort+0,Ref+9,W ill+4;Str15,D ex 23,Con 9,Int16,
W is8,Cha8.
Skillsand Feats:Alchem y +6,Concentration +4,H ide
+20,Know ledge (ghostlore)+6,Know ledge (history)
+9, Know ledge (nature) +9, Listen +3, Search +5,

Spellcraft+9,Spot+3;Alertness,GhostFlight*,Ghost
Glide*,PointBlank Shot,Scribe Scroll.
Elf Traits:Furka isim m une to m agic sleepspells
and effects.H e is entitled to a Search check w hen
w ithin 5 feetofa secretor concealed door as though
actively looking for it. H e has M artial W eapon
Proficiency (com posite longbow,com posite shortbow,
longbow,longsw ord,and rapier)asbonusfeats.Furka
also hasa+2 racialbonuson savesagainstenchantm ent
spellsoreffectsand a +2 racialbonuson Listen,Spot,
and Search checks (already figured into the statistics
given above).
Fam iliar B enefits:Furka gains Alertness as a
bonusfeatplusthe following additionalbenefitswhen
hisfam iliariswithin 5 feet.
Em pathic Link (Su):Furka can com m unicate telepathically w ith Silverata distance ofup to 1 m ile.H e
has the sam e connection to an item or a place that
Silverdoes.
Share Spells:Furka m ay have any spellhe casts on
him selfalso affectSilverifthe latteriswithin 5 feetat
the tim e.Furka m ay also casta spellw ith a targetof
Youon Silver.
Touch:Silvercan delivertouch spellsforFurka.
G host Q ualities* (Ex):Furka isa disem bodied
soulwith an ectoplasm ic body and ghostweakness.H e
isincorporealoutside ofM anifest.H e hasno discernable anatom y and can sense his physicalbody w ith a
successfulW isdom check (DC 15).H e hasa+1 natural
arm or bonus w hen not incorporeal and a +4 racial
bonuson H ide checks(already figured into the statisticsabove).
W izard Spells Prepared (5/4/3;save DC 13 +
spelllevel):0 detectm agic,light,m agehand,open/close,
readm agic;1st m agearm or,m agicm issile,sum m on undead
I,truestrike;2nd cat
sgrace,sum m on undeadII(2).
Spellbook: 0 arcane m ark, dancing lights, detect
ghost*,detect m agic,detect poison,disrupt undead,flare,
disruptectoplasm *,light,m agehand,m ending,open/close,
preserveectoplasm *,prestidigitation,rayoffrost,read m agic,
resistance;1st identify,m agearm or,m agicm issile,obscuring m ist,ray ofenfeeblem ent,shield,sum m on m onster I,
sum m on undead I*,truestrike,unseen servant;2nd cat
s
grace,sum m on m onsterII,sum m on undead II*.
Possessions:Shadowbolt(+1 m ighty[+2 Strbonus]
com posite longbow),20 m asterwork arrows,20 norm al
arrows,20 silverarrows,longsword,2 daggers,cloak of
elvenkind,elven wizard outfit,backpack,winterblanket,
wineskin,signalwhistle,candle,flint& steel,120 gp.
D escription:Furka isa short,scrawny,androgynous-looking elf.H ishairand eyesare dark brown.H e
prefersto dressin elven wizard garb,with flowing robes.

10

H istory and Personality:Born in the elven


hom eland ofSura-Khiri,Furka appeared in M anifest
after he w as killed in a raid by yuan-ti.U nlike m any
residents of the city, he doesnt m ind sum m oning
undead creaturesto fightforhim .H e rarely doesso in
the presence ofcity guards,however,because he knows
the practice isfrowned upon.
Player:Furka
splayerisDanielKaufm an.Danielhas
written articles on various gam es,and his work has
appeared in m agazines,online,and in sourcebooks.H e
rem em bers playing D& D when the M onster M anual
hadntcom e outyet,and he has seen Star W arsin the
theaterm ore tim esthan on video.(H e rem em berswhen
A N ew H ope was a m ere news blurb and Solo fired
first.)A form erem ployeeofW izardsoftheCoast,Inc.,he
isnow the Com m issioning ArtDirectorforSabertooth
Gam es.H esom etim eswritesscreenplaysaboutgirlswith
gunsorplaysaboutgirlshe knew in grade school,and
occasionally hespellshisnam ewith aq.
D Silver (Furkas Fam iliar): M ale weasel
fam iliar;CR ;Tiny anim al;H D 1/2 d8;hp 5;Init+2;
Spd 20 ft.,clim b 20 ft.;AC 16,touch 14,flat-footed 14;
Atk +6 m elee (1d34,bite);Face/Reach 2 1/2 ft.by 2
1/2 ft./0 ft.;SA attach;SQ im proved evasion,low-light
vision,scent;AL N ;SV Fort+2,Ref+4,W ill+6;Str3,
Dex 15,Con 10,Int7,W is12,Cha5.
Skills and Feats: Balance +10, Clim b +11,
Concentration +5,H ide +13,M ove Silently +9,Spot+4;
W eapon Finesse (bite).
Attach (Ex):IfSilverhitswith abiteattack,heuses
hispowerfuljawsto latch onto the opponent
sbody and
autom atically dealsbite dam age each round he rem ains
attached.W hen attached,he hasan AC of12.
Im proved Evasion (Ex):IfSilverissubjected to
an attack thatnorm ally allowsaReflex saving throw for
halfdam age,he takesno dam age ifhe m akesasuccessfulsaving throw and half dam age even if the saving
throw fails.
Scent (Ex): Silver can detect approaching
enem ies,sniffouthidden foes,and track by sense of
sm ell.
D M ellik:M alehum an M onk 4;CR 4;M edium -size
hum anoid;H D 4d8+8;hp 26;Init+3;Spd 40 ft.;AC 18,
touch 16,flat-footed 15;Atk +5 m elee (1d6+1,m asterwork kam a),or+5 m elee(1d6+1,m asterwork nunchaku),
or +8 ranged (1d8/1920,m asterwork light crossbow
with m asterwork crossbow bolts);SA flurry of blows,
stunning attack 4/day;SQ evasion,fastm ovem ent,slow
fall20 ft.,stillm ind;AL LN ;SV Fort+6,Ref+7,W ill+7;
Str13,Dex 16,Con 14,Int13,W is17,Cha10.
Skills and Feats:Balance +10, H ide +8, Jum p +9,
Know ledge (arcana) +4,Listen +8,M ove Silently +8,

Spot +6, Tum ble +12; D eflect Arrow s, Dodge, Foe


H unter(yuan-ti),Kihu-Sherem Guardian.
Flurry of B low s:M ellik m ay use the fullattack
action to m ake one extra attack per round w ith an
unarm ed strike ora specialm onk weapon athishighestbase attack,butthis attack (and each other attack
m ade that round) takes a -2 penalty. This penalty
appliesfor1 round,so itaffectsattacksofopportunity
M ellik m ight m ake before his next action.If arm ed
with akam a,nunchaku,orsiangham ,M ellik m akesthe
extra attack either w ith thatweapon or unarm ed.In
any case,hisdam age bonuson the attack w ith hisoff
hand isnotreduced.
Stunning Attack (Su):O nce perround (butnot
m ore than fourtim esperday),M ellik can stun a creature dam aged by hisunarm ed attacks.The foe so struck
m ust m ake a Fortitude saving throw (D C 16) or be
stunned for 1 round in addition to taking norm al
dam age from the attack.Creaturesim m une to critical
hitscannotbe stunned with thisattack.
Evasion (Ex):IfM ellik m akesasuccessfulReflex
saving throw againstan attack thatnorm ally dealshalf
dam age on a successful save, he instead takes no
dam age.
Slow Fall: W hen w ithin arm s reach of a w all,
M ellik can use itto slow hisdescentw hile falling.H e
takesdam age asifthe fallwere 20 feetshorterthan it
actually is.
Still M ind:M ellik gains a +2 bonus on saving
throwsagainstspellsand effectsfrom the Enchantm ent
school.
Possessions:M asterwork silvered kam a,m asterw ork silvered nunchaku,m asterw ork lightcrossbow,
20 bolts,20 silver bolts,Theld
sW ill(am uletofnatural
arm or+1),Theld
sShield(bracersofarm or+1),4 potionsof
curelightwounds,m onks outfit,backpack,bedroll,50
feetofsilk rope,4 vialsofholy water,flint& steel.
D escription:M ellik standsm ore than 6 feettall
and isbroadly built.Like allKihu-Sherem ,hiseyesare
a brilliant green shade. H is hair is black, but he
norm ally shaveshishead bald.H e dressesin Bazareene
fashion appropriate to hisnoble house,and hisclothes
are decorated with fam ily m arkingsand m inorarcane
sigils.
H istory & Personality: M ellik is a KihuSherem , a specially-bred m onk from a noble line
assigned to guard one ofhisfam ilyssorcererfem ales.
U nfortunately for him , she fell in love w ith a
com m onerand fled to M anifestto escape herfam ilial
obligations.M ellik followed herto the city to save face
and his ow n head.Q uiet but headstrong,he packs a
powerfulpunch.

Player:M elliksplayerisTyson M oyer.Tyson got


hisstartatW izardsofthe Coast,Inc.in 1998,when he
started doing dem osattheirretailstores.H e m anaged
to survive severalPokem on m alltours as wellasG EN
C O N 2000.H e hopeseventually to becom e the leaderof
a sm allbutwealthy country.Fornow,he torm entshis
friends and loved ones w ith a hom ebrew D & D
cam paign.
D Telden Fect: M ale hum an Cleric 4; CR 4;
M edium -size hum anoid;H D 4d8+4;hp 20;Init+1;Spd
AC 15, touch 11, flat-footed 14; Atk 3 m elee
(1d62/1920,shortsword);SA turn undead 8/day;AL
LG;SV Fort+6,Ref+3,W ill+9;Str6,D ex 12,Con 12,
Int10,W is18,Cha13.
Skills and Feats:Concentration +4,Diplom acy +3,
H eal+10,Jum p +8,Know ledge (local)+1,Know ledge
(religion) +6, Know ledge (the planes) +1; Divine
Energy Focus,Em powerTurning,ExtraTurning.
Cleric Spells Prepared (5/5/4;saveDC 14 + spell
level):0 createwater,detectghost*,detectm agic,disruptectoplasm *,light;1st com m and,com prehend languages,doom ,
protection from evil,protection from possession*;2nd aid,
bull
sstrength,holdperson,lesserrestoration.
Dom ain spell.Deity:Aluvan.Dom ains:Good (cast
good spells at +1 caster level),Repose (death touch
1/day).
Possessions:+1 studded leatherarm or,shortsword,cloak
ofresistance+1,pearlofpower(1stlevel),bootsofstriding&
springing,wand ofcurelightwounds(25 charges),silver
holy sym bol,signalwhistle,backpack,bedroll,flint&
steel,2 torches,7 daysworth ofiron rations,waterskin,
large sack,beltpouch,370 gp.
D escription:Telden isatall,thin m an in hislate
thirtieswho isbeginning to show signsofhisage.H is
strength hasbegun to decline,and hisblack hairisshowing gray atthe tem ples.Buthisgray eyesare stillsharp
and fullofdevotion for his god,though they fillwith
wrath when any undead dare to enterhisfield ofvision.
H istory & Personality: Telden w as born in
M anifest,and hism otherdied giving birth to him .So
great w as her love that she returned as a ghost and
raised him untilshe succum bed to the Calling when he
w as eight. Since his father w as a cleric of Aluvan,
Telden w asraised in the church thereafter.W hen his
fatherwaskilled by undead,Telden dedicated him self
to destroying such creatures.H e isstrongly supportive
ofthe ghostsin M anifest,and he hopesthatw hen his
tim e com esto die,he can see hisbeloved city through
a ghosts eyes for a w hile before finally joining his
parentsbeyond theVeil.
Player:Telden
splayerisCurtGould,international
logistics guru for W izards of the Coast,Inc.Thats a

fancy w ay ofsaying thathe m akes sure the parts for


W otCsgam esthatare m anufactured and sold in other
countriesare cost-efficientand ofgood quality.
D Traden Soulreaver: M ale hum an Ranger
1/Rogue 3;CR 4;M edium -size hum anoid;H D 1d10+1
plus3d6+3;hp 22;Init+8;Spd 30 ft.;AC 14,touch 14,
flat-footed 14;Atk +7 m elee (1d6+1/1920,+1 short
sword)and +7 m elee (1d61/1920,+1 shortsword),or+7
m elee (1d6+1/1920, +1 short sword) and +7 m elee
(1d6/1920,m asterw ork short sw ord),or +7 ranged
(1d8/[TS]3,com posite longbow);SA sneak attack +2d6;
SQ evasion,favored enem y (ghosts),traps,uncanny
dodge (D ex bonusto AC);AL CG;SV Fort+4,Ref+7,
W ill+1;Str10,Dex 18,Con 12,Int14,W is10,Cha14.
Skillsand Feats:Alchem y +4,Balance +6,Bluff +5,
Clim b +4,D ecipherScript+3,Escape Artist+7,Intuit
Direction +4, Jum p +2, Listen +7, O pen Lock +10,
Search +9,Spot+7,Tum ble +11,U se M agic Device +6,
W ilderness Lore +4; Im proved Initiative, Track,
W eapon Finesse (shortsw ord),W eapon Focus (short
sword).
Evasion (Ex): If exposed to any effect that
norm ally allowsacharacterto attem ptaReflex saving
throw forhalfdam age,Traden takesno dam age with a
successfulsaving throw.
Favored Enem y:Traden hasselected ghostsasa
favored enem y.H e gains a +1 bonus on Bluff,Listen,
Sense M otive,Spot,and W ildernessLore checkswhen
using these skillsagainstthistype ofcreature.
Possessions:GhostStabber(+1 shortsword),Haunt
Slicer(+1 shortsword),m asterwork shortsword,com posite longbow,30 arrow s,10 silvered arrow s,3 potionsof
curelightwounds,bedroll,backpack,50 feetofsilk rope,
fire-starting kit,5 daysofiron rations,cloak,travelers
clothes,powdered chalk,thievestools.
D escription:Traden isatallm an with am edium
build,gray eyes,long black hair,and a m oustache.
W hile the colors of his clothes are m uted,he ornam entsthe interiorofhisgarb with silverto reflecthis
interestin hunting ghosts.
H istory & Personality: Traden grew up in
Salkiria and m oved to M anifest w ith the intent of
becom ing a bounty hunterforghosts.H e prefersjobs
in which histargetsare actually evil,butany ghostwill
do in apinch.Since M anifestisthe hub ofghostactivity in the w orld,it has been only naturalfor him to
rem ain there,w here he could getw ork easily.During
his stay in M anifest,he has established a few friendshipswith arborealguardiansin the SpiritW ood.
Player:TradensplayerisAlex W eitz.Afterspending 3 years in W izards of the Coast,Inc.s Custom er
Service D epartm ent as the D & D rules guy, Alex

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sw itched departm ents and now serves as the w orldwidetraining program m anagerforO rganized Play.H is
job includes(orw illinclude shortly)the training and Sean K Reynolds spends a rem arkable am ount of
supporting ofjudgesforW otC card gam e and roleplay- tim e on trains, w here he defeats bandits, solves
ing gam e events.
com plex m athem aticalequations,and shushesnoisy
children.Then he w akesup.Check outhiswebsite at
*From the Ghostwalk Cam paign Setting.
<http://www.seankreynolds.com>.

ABO U T TH E AU TH O R

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