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Ghostwalk (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Campaign)
 
 
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Ghostwalk (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Campaign) [Hardcover]

Monte Cook (Author), Sean K. Reynolds (Author)
4.2 out of 5 stars  See all reviews (6 customer reviews)


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Book Description

June 1, 2003
The city of Manifest rests atop ruins from ancient times and far above the entrance to the land of the dead. Here, the world of the living is shared equally with the deceased, who linger in physical form before finally passing through the Veil. Whether currently living or dead, residents and visitors are assured of an eternity of action and intrigue.

Ghostwalk contains everything needed to run a stand-alone campaign in and around the city of Manifest, or to integrate it into an existing world, including rules for playing ghost characters and advancing in the new eidolon and eidoloncer classes, several new prestige classes, over 70 new feats and 65 new spells, three complete adventures, four highly detailed encounter sites, and fourteen new monsters and templates.

To use this accessory, a Dungeon Master also needs the Player’s Handbook, the Dungeon Master’s Guide, and the Monster Manual. A player needs only the Player’s Handbook.


Editorial Reviews

About the Author

Monte Cook has worked in the game industry for more than 12 years. His most recent credits include authoring the Book of Vile Darkness and Return to the Temple of Elemental Evil and the Dark Matter novel Of Aged Angels. He also contributed to the Call of Cthulhu Roleplaying Game and the D&D Monster Manual.

Sean K Reynolds has worked on most current RPG product lines at Wizards of the Coast, Inc. His most recent credits include contributing to Lords of Darkness, Magic of Faerun and the Forgotten Realms Campaign Setting.

Product Details

  • Hardcover: 224 pages
  • Publisher: Wizards of the Coast (June 1, 2003)
  • Language: English
  • ISBN-10: 0786928344
  • ISBN-13: 978-0786928347
  • Product Dimensions: 10.9 x 8.3 x 0.6 inches
  • Shipping Weight: 2 pounds
  • Average Customer Review: 4.2 out of 5 stars  See all reviews (6 customer reviews)
  • Amazon Best Sellers Rank: #332,385 in Books (See Top 100 in Books)

 

Customer Reviews

6 Reviews
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4 star:
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3 star:
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2 star:    (0)
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Average Customer Review
4.2 out of 5 stars (6 customer reviews)
 
 
 
 
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20 of 23 people found the following review helpful:
4.0 out of 5 stars Ghostwalk, role-palying in the afterlife, June 5, 2003
By A Customer
This review is from: Ghostwalk (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Campaign) (Hardcover)
Okay, you have that 20th level character you been playing for over 5 years, and although it would seem impossible, you flub a saving throw and something completely unexpected happens... your character gets killed! Now I never seen it happen in all my years of gaming, but I heard stories of gamers actually starting to cry because their greatest character gets knocked off. But cry no more... your character can now live on as a ghost and be more of a badass than he ever was. Ghostwalk is a new "campaign option" rulebook, that runs as a stand alone campaign setting, or a new realm that is easily integrated into an existing campaign. Ghostwalk takes your players and their characters past the Veil of Souls into the city of the dead where they continue on as champions of the afterlife. The book features over 70 new feats, a bunch of new monster templates, bizarre magic items, and tons of new spells like "Charm Undead" and is a must of any campaign.
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22 of 26 people found the following review helpful:
5.0 out of 5 stars Ghostwalk as a Meta-setting, October 20, 2003
This review is from: Ghostwalk (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Campaign) (Hardcover)
Like a lot of newer D&D stuff, Ghostwalk's application in games is up to the player. As a standalone game it is fair, though its ties into the D&D cosmology poses more questions than it answers.

It is best used as a meta-setting the same way that Planescape or Spelljammer are used. Making a few assumptions helps this game truly shine and answer some of the great unanswered questions of the D&D Cosmology:

Assumption 1-
Each prime has a "ghostwalk" leading to a distinct True Afterlife maintained by the gods of their world.

Assumption 2-
Souls that "willingly discorporate" in the True Afterlife are lead into the Well of Souls and out into the Planes.

Assumption 3-
Demihumans everywhere go through the Etherial voyage mentioned in the book, however in most primes the etherial boundary is too thick for ghosts to manifest through sheer will--so they either remain stranded or embrace the seductive power of the Negative Energy Plane into themselves, becoming corrupted into undead forever, even in the True Afterlife.

This resolves a lot of questions. What's the difference between the dead and undead and why do the undead have a connection to the Negative Energy Plane?

With infinite Prime planes, why isn't the flood of souls to the Outer planes neverending?

How do dead folks get to the planes?

If Ghostwalk is it's own cosmology, why does it mention the planes and intrinsically D&D characters like Orcus?

But yeah, Ghostwalk is a lot of fun. The entries on the various cultures are awesome, the listing on the city of Manifest is great. It contains the origins of the Yuan-Ti, which by itself is reason enough to get the book. The authors really put did put some quality effort into this--the writing is very polished and the artwork is very impressive on the whole. The absence of a name for the game world is very strange, as I would like at least a suggestion of what to call the world where this all happens, but otherwise an excellent setting.

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2 of 2 people found the following review helpful:
4.0 out of 5 stars Ghostwalk Campaign Option: Alternative Afterlife, April 4, 2007
This review is from: Ghostwalk (Dungeons & Dragons d20 3.0 Fantasy Roleplaying Campaign) (Hardcover)
It's happened to nearly every D&D player at some point; they run into something nasty, and it kills them. It used to be that the standard procedure was to either roll up a new character or hoof it to the nearest source of resurrection magic.

But now, a third possibility exists: having the ghost of the slain character return to finish the fight.

Ghostwalk offers players and DMs alike rules for continuing the fight after death, and a new setting where it all takes place. Included are new magic items (along with suggestions for using named items), spells, and monsters. There are also numerous new feats, many of which are meant for ghosts and allow them to focus their abilities along one of six different "haunting" paths.

There are even a few adventures and adventure ideas that incorporate the new material, right in the book.

I liked:

1) Originality. This setting is definitely interesting in terms of concept.

2) The setting itself. It offers some interesting new lands and cultures to incorporate into your world.

I didn't like:

1) The lack of an included map showing the lands featured in the book. While there is such a map included in the web enhancement that updates the Ghostwalk material for the 3.5 rules, not having it handy in the book itself is a problem.

2) The lack of a "ghost" class that allows psionic characters to advance after death. While the eidoloncer could be modified for this, there isn't even a suggested means of making the alterations needed.

3) The vagueness of how Ghostwalk's afterlife fits into the existing cosmology. While there are clues throughout the book that suggest the state of affairs presented in Ghostwalk are the result of an accident, even these aren't expanded upon in any meaningful way.

Overall, I would recommend this book as being worth at least a once-over to the curious.
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Inside This Book (learn more)
First Sentence:
with a different trait after being killed by a medusa. A ghost's trait should be chosen by the Dungeon Master to reflect something in the creature's life or nature. Read the first page
Key Phrases - Statistically Improbable Phrases (SIPs): (learn more)
bodied dead, feat first appeared, protection from possession, raw ectoplasm, ghost touch armor, undead bane property, dread ram, incorporeal miss chance, ghost feat, incorporeal opponents, affecting ghosts, undead torch, ability first appeared, creatures that touch, summon undead, fire spectre, favored enemy bonus, bane weapon, slain ghost, corporeal undead, incorporeal ghost, saving throw, corrupting touch, death armor, ghost abilities
Key Phrases - Capitalized Phrases (CAPs): (learn more)
True Afterlife, Arboreal Guardians, Monster Manual, Casting Time, Ethereal Plane, Phantom Hill, Improved Initiative, Move Silently, Manifest Ward, Material Plane, Piran Sedestadel, Player's Handbook, Portal Ward, Devil's Cellar, Challenge Rating, Guild of Morticians, Grand Portal, Control Visage, Personal Target, Touch Target, Armor Class, Ghost Ride, Intuit Direction, Liche War, Theater of Bone
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