Friday 11 May 2018

Haunts



Haunts are a Pathfinder tool I needed to use in Session 10 of my Rise of the RuneLords campaignin D&D 5e, where the band goes in to a haunted house to find the killer that has been marking the bodies with an old Thassilonian runes, the Sihedron rune to be accurate.


After reading the rules in Pathfinder, which is located in the GameMastery Guide pages 242-243.
Going with the easy of 5e, I in turn made it a trap of a Glyph of  Warding, the spell glyph from the players handbook pages 245-246. It would mimic spells that are cast within the area of said haunting.

I made the haunts a higher level casting to represent two things,
  •  the power of the haunted house (strength of the spell)
  •  that almost all haunting's are separate, meaning the characters can deal with each one at the groups own rate, one at a time.  
  • I added that holy water can damage a haunt. Therefore they cause more damage.            

 I used perception skill checks as a early warning system to allow players to get a bonus to a saves that was going to happen, for example in the adventure I'm currently stealing ideas from the haunt labelled "Worries Wife".
They are allowed a perception check to see dust moving back and forth in front of the fireplace, as if someone was pacing, something that a worried person would do. This allows the character to first not go into the area or secondly fortify mental/physically to enter the area.

Game terms,
If they went into the area anyway knowing a haunt is present in the area and made a perception check I would allow the DC to be lowered by one, in essence giving them a +1 to the dice roll, I'm backwards man as I prefer to tell them they beat the perception roll reducing the DC but not telling them by how much?

So they entered the area the Haunt is located in and receive a perception check to see where the haunt in located and if they still walked in they receive a modify to the WISDOM save they have to make against the SUGGESTION spell that makes the person think that they are filled with worry about her husband might be up to on those late nights. They immediately feel that one of the party members are their child develops a powerful urge to escape the house with the child in tow.
The player can now go hysterical with protecting a fellow party member but also gets a save every round till the haunt is broken.

Just keep doing that for 10 rooms out of a 15+residence and you have a haunted house, that simple.






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