Monday, 1 July 2019

Building a few, Haunts

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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