Ghostwalk (Dungeons & Dragons d20 3.0 Fantasy Roleplaying by Monte Cook, Sean K. Reynolds

By Monte Cook, Sean K. Reynolds

Welcome to the Ghostwalk crusade, a excessive fable roleplaying surroundings. In a few very basic methods, it really is like many different campaigns for the DUNGEONS & DRAGONS® online game; it's a global with magic and monsters, with gods and demons, and with stories of an afterlife that waits for heroes and villains alike. avid gamers create computers, DMs create adventures, and also you carry them jointly, leading to nice stories of bold heroism.

The one vital distinction in a Ghostwalk cam- paign is this—when your personality dies, you don’t need to cease enjoying. in its place, you could preserve the adven- ture going, taking part in your personality as a ghost and ben- efiting from a complete new set of talents and skills. Ghosts in a Ghostwalk crusade are easily the spirits of the lifeless. they don't “haunt” areas or humans the best way they do in different settings (although that notice is usually used to explain the house of a ghost). right here, they're free-willed, free-roaming spirits. in truth, a few characters may well take pleasure in themselves extra as ghosts than they did as dwelling beings.

The urban of appear rests atop ruins from precedent days and much above the doorway to the land of the useless. the following, the area of the residing is shared both with the deceased, who linger in actual shape ahead of ultimately passing during the Veil. no matter if presently dwelling or useless, citizens and viewers are guaranteed of an eternity of motion and intrigue.

Ghostwalk includes every little thing had to run a stand-alone crusade in and round the urban of appear, or to combine it into an latest international, together with ideas for taking part in ghost characters and advancing within the new eidolon and eidoloncer sessions, a number of new status sessions, over 70 new feats and sixty five new spells, 3 whole adventures, 4 hugely certain come across websites, and fourteen new monsters and templates.

To use this accent, a Dungeon grasp additionally wishes the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. A participant wishes purely the Player’s Handbook.

Show description

Read Online or Download Ghostwalk (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Campaign) PDF

Best role-playing games books

GURPS Martial Arts

Inscrutable masters from hidden temples. certain Forces infantrymen. Swashbuckling pirates. Bare-chested brawlers.
GURPS Martial Arts brings battling types from all through historical past to Fourth version. From well known Asian bare-handed strategies to ecu wrestle arts to impressive non-human education, this publication balances sensible historic colleges with cinematic feats from Hong Kong, Tokyo, and Hollywood. Recreate the best combatants on this planet, or create a method to slot a brand new crusade, Martial Arts has the innovations and guidance you would like.
no longer all strive against strategies map to recommendations and kinds, besides the fact that. Many require extensions to the wrestle procedure itself, so Martial Arts expands at the strive against and damage principles from GURPS easy Set. a few of these additions are hugely real looking, whereas others are tremendous cinematic - yet they're all non-compulsory, permitting the GM to make your mind up which principles follow. Customizing the GURPS strive against method hasn't ever been more uncomplicated.
This publication replaces and expands at the info and principles from the former version of GURPS Martial Arts for 3rd version.

Traps & Treachery II: A Sourcebook of Deadly Machinations (Legends & Lairs, d20 System)

The area simply bought a bit extra harmful.
Fantasy Flight video games is proud to announce a moment booklet of lethal machinations that DMs can use to pulp, pulverize, and puree their participant characters. within the culture of the unique Traps & Treachery, this ebook will contain thousands of recent poisons, mechanical traps, magical traps, and mind-bending dungeon puzzles. The publication may be generously illustrated through extra of the shrewdpermanent mechanical illustrations that graced the 1st Traps & Treachery booklet.

Pathfinder Companion: Cheliax, Empire of Devils

The town of Westcrown, as soon as the capital of Cheliax, is now yet a shadow of its former glory. Pauper nobles and self-made princes vie for keep watch over in a city perched at the fringe of self-destruction. With whole districts deserted and left to bandits and monsters, Westcrown is a urban short of heroes.

Goblin Markets (Changeling: the Lost)

Enable the client beware

Every freehold understands of at the least one. a few appear to have grown up virtually in a single day, like a hoop of small white mushrooms. Others appear to have run for millennia, outliving the increase and fall of the freeholds that encompass them. They’ll by no means depart totally, regardless of the hazards in their wares. somebody consistently wishes whatever you could in basic terms get at a Goblin Market.
A chronicle publication for Changeling: The Lost

suggestion on developing your individual Goblin Markets
principles on trading
pattern characters, Markets and SAS industry scenes to drop correct into your Changeling chronicle

Additional resources for Ghostwalk (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Campaign)

Sample text

You see, hear, smell, feel, and taste what the subject does. You may remain within a host for a number of minutes equal to 10 × your Hit Dice, after which you are expelled automatically. When you leave a body, any ghost touch equipment you were carrying with you at the start of the possession reforms with your ghost body. You may use this feat only on creatures of the same type as you (humanoids may ride only humanoids, for example). Ghost Smiting [General] You can use your smite ability (smite evil for a paladin, smite undead for a Deathwarden chanter, and so on) to smite ghosts.

Wraithweed is addictive to ghosts, who must make a Fortitude saving throw (DC 14) each time it is used or become hooked on the substance. Once addicted, a ghost must make a Fortitude save (DC 14) every day or take 1d2 points of Strength damage and 1d2 points of Constitution damage (on the second day after the most recent use and every day after that, the DC is 19). A failed save also means the addicted ghost flies into a fit of rage at a random time during the day, attacking anything in sight for 1d8 rounds and then becoming fatigued for 1 hour.

Prerequisites: Corrupting Touch, Cha 13. Benefit: You can make a touch attack that nauseates a living creature for a number of rounds equal to 1d4 + your Charisma modifier. The target may resist with a Fortitude saving throw (DC 10 + 1/2 your HD + your Cha modifier). When you are manifested fully or attacking incorporeal opponents, you add your Strength modifier to attack rolls. When you are incorporeal, you add your Dexterity modifier to attack rolls. Only one kind of damage or effect from the path of the corrupter applies from each attack.

Download PDF sample

Rated 4.14 of 5 – based on 9 votes