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D&D Burgoo (3.0): Making Your Magic Manifest

Posted By Troy E. Taylor On October 7, 2008 @ 6:06 am In GMing Advice,Specific RPGs | 4 Comments

The Ghostwalk Campaign Option (2003, Wizards of the Coast) is the gem of my collection of Third Edition gaming materials.

Even though it is often overlooked because of its release just prior to the 3.5 revision of the rules, my appreciation for the supplement has only grown in the intervening five years. 

And because the setting presents components such as the Tombyards, the Spirit Wood, a nemesis that slithers and spits venom, and of course, ghostly player characters, it seems appropriate to share my thoughts on it as Halloween approaches.

The proto-Ptolus

Manifest, the city-state at the heart of the Ghostwalk setting, is not Ptolus (2006, Malhavoc Press).  That said, there are surface similarities — both share a dark spire that looms over the heart of the city, dwarves who control a vast underground lair beneath the streets, and a host of powerful relics just waiting to be unearthed.

It’s hardly suprising, because Ptolus creator Monte Cook is co-author of the book along with longtime Ptolus playtester Sean K. Reynolds. 

The difference in the two books lies in their goals. Ptolus is Cook’s Third Edition homebrewed playtest campaign setting in print; Ghostwalk explores how player characters can continue to adventure even after they have died.

But Manifest and Ptolus share a similar vibe, and those DMs who can’t lay their hands on the latter can still readily purchase the former. Moreover, Ghostwalk pairs well with many of Malhavoc Press’ Ptolus-inspired supplements. The Banewarrens superadventure and the Chaositech supplement fit equally well within the confines of Manifest, as does anything from the Eldritch Might/Hallowed Might/Roguish Luck series. Taken together, they provide a very Ptolus-esque game.

Snakes, why’d it have to be snakes?

The other theme running through Ghostwalk is the presence of the Yuan-Ti as an eternal enemy of those whose departed souls manifest as ghosts. DMs tired of using the same old orcs and drow and necromancers as campaign villains may find this approach refreshing. 

Indeed, the Yuan-Ti can effectively be utilized to explore the campaign’s many themes, whether it be dungeon crawls, the politics of death or the kind of scheming intrigue likely to take place in any cosmopolitan environment. There are a handful adventures included in the supplement that illustrate how this can be accomplished.

DMs who are looking for 3.5 updates of Yuan-Ti villains could consider making some use of tools and templates found in Serpent Kingdoms, a Forgotten Realms Campaign Supplement (2004, Wizards of the Coast). But that supplement is not necessary. Ghostwalk provides Yuan-Ti support in the form of Tainted Ones and Bodyguard templates, as well as the detailed demi-plane Coil.

Did I forget? Ghostwalk’s Ethereal

The heart of Ghostwalk, that part that makes it fun, especially during October, is the use of ghosts of all sorts in a variety of scenerios. The undead play a huge role, in creating atmosphere and serving as adversaries, as well. 

Rules junkies can delight in the ghostly feats, spells and magic items. There are some new ghostly monsters, too, from necroplasm to the spectral steed and curiously creepy undead martyr.

If as a DM you get a kick out of seeing player characters walk through walls or covered in ectoplasm, then it’s a setting worth exploring.

Complete package

Even if you’re a DM who insists on needing nothing more than the core rulebooks, I’d recommend adding it your library. It’s not only an example of how two the game’s designers approach the Third Edition rules in a different fashion, it’s a solid demonstration of a campaign setting. In a mere 222 pages, it offers a core urban environment and the surrounding wilderness, as well as the support crunch that goes with it.    

Some things may seem quaint, especially in light of where playtest experience has taken the d20 system in the interevening years. But the setting alone is worth exploring, regardless of the rules.

About  Troy E. Taylor

Troy's happiest when up to his elbows in plaster molds and craft paint, creating terrain and detailing minis for his home game. A career journalist and Werecabbages freelancer, he also claims mastery of his kettle grill, from which he serves up pizza to his wife and three children.




4 Comments (Open | Close)

4 Comments To "D&D Burgoo (3.0): Making Your Magic Manifest"

#1 Comment By Martin Ralya On October 7, 2008 @ 7:00 pm

Wow — I’d gotten a completely opposite impression of this one. From skimming and talking to friends, I thought it sounded a) hard to integrate into your game and b) incredibly overpowered.

Seeing how much you love it, and why — and especially why from a more or less purely fluff standpoint — I’m going to have to give this another look. Thanks, Troy!

#2 Comment By Karizma On October 9, 2008 @ 5:08 pm

If this is what it sounds like, I bet it’d be a blast for a group to be handed character sheets of characters they had played that died at some point or another.

#3 Comment By Troy E. Taylor On October 9, 2008 @ 6:59 pm

Karzima: That sort of experience is EXACTLY why Ghostwalk appears to have been written.
Ghostly characters adopt a new class to represent their ethereal abilities. It’s different from the standard ghost template. Basically, it’s a guardian spirit, a ghostly spellcaster and a warrior of the spirit woods.

#4 Comment By Mairkurion On October 18, 2008 @ 3:49 pm

Good recommendation of a neglected gem.


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