Part one of Haunts can be found here, Haunts Part One
Haunts are just Re-skinned traps or glyph of warding spells that automatically reset after a set time frame.
To me Haunts are areas where a vile or evil act happened and the world remembers what was done there, no normal physical damage can a harm a Haunt, so I added a few turn offs for Haunts.
-Holy water causes damage
-Cleric/Paladin channeling
-items left from the haunt (murdered by a dagger, the same dagger is in the area find it to turn it off)
-talking to the haunt (RolePlay it out!)
All Haunts have resistance to all NON-magic damage.
Converting Down the Blighted Path adventure module to play into one of the party members back story.
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