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<blockquote data-quote="Kinak" data-source="post: 6245781" data-attributes="member: 6694112"><p>The examples in Skinsaw Murders (Rise of the Runelords book 2) shook my <em>players</em> up pretty badly. There are also some in book 6 that we're just getting to tonight.</p><p></p><p>I'm thinking of trying a different tack with these, by giving the PCs more of a chance to choose their poison rather than just "haunt pops out, save." It sounds less bad, but the saves generally negate the haunt's effects, when you really want the party getting worn down.</p><p></p><p>As an example of the approach I'm using:</p><p><strong>Gluttonous Ghost</strong></p><p>Description: The ghost shovels fistful after fistful of food into its mouth, stopping only to gesture you forward towards its delicious meal. A horrible hunger clutches you... it looks <em>delicious</em>.</p><p>Some Choices (roughly in order of probability):</p><p>Resist it - You fight off the suggestion at the cost of 1d6 Wisdom damage (Will save for half)</p><p>Do what it wants - You eat the meal, with effects described in the AP.</p><p>Eat food you brought instead - Gorge yourself on supplies, eating several days worth of rations and leaving yourself nauseated for the next hour (Fort save for sickened instead). You also wash it down with whatever liquid you're carrying, potentially becoming drunk or consuming several potions.</p><p>Eat gold you brought instead - As above, but you end up swallowing a lot of gold coins instead of food. In addition to the status effect, take 1d4 Constitution damage if nauseated (half if sickened).</p><p>Resort to cannibalism - Deal 1d6 + Strength bonus damage to your nearest companion. Each of you suffers 1d4 Wisdom damage (Will save for half).</p><p>Eat the ghost - Destroys the haunt, but deals 2d6 Wisdom damage as its memories flow through you. This provides several clues to what has happened and also makes all your attacks <em>ghosttouch</em> until the end of the day.</p><p></p><p>So, the block ends up a lot longer (although you could probably stick with three options and be fine), but I think it'll end up working better in play. I'll be trying these on my players tonight, so we'll see what happens.</p><p></p><p>Cheers!</p><p>Kinak</p></blockquote><p></p>
[QUOTE="Kinak, post: 6245781, member: 6694112"] The examples in Skinsaw Murders (Rise of the Runelords book 2) shook my [I]players[/I] up pretty badly. There are also some in book 6 that we're just getting to tonight. I'm thinking of trying a different tack with these, by giving the PCs more of a chance to choose their poison rather than just "haunt pops out, save." It sounds less bad, but the saves generally negate the haunt's effects, when you really want the party getting worn down. As an example of the approach I'm using: [B]Gluttonous Ghost[/B] Description: The ghost shovels fistful after fistful of food into its mouth, stopping only to gesture you forward towards its delicious meal. A horrible hunger clutches you... it looks [I]delicious[/I]. Some Choices (roughly in order of probability): Resist it - You fight off the suggestion at the cost of 1d6 Wisdom damage (Will save for half) Do what it wants - You eat the meal, with effects described in the AP. Eat food you brought instead - Gorge yourself on supplies, eating several days worth of rations and leaving yourself nauseated for the next hour (Fort save for sickened instead). You also wash it down with whatever liquid you're carrying, potentially becoming drunk or consuming several potions. Eat gold you brought instead - As above, but you end up swallowing a lot of gold coins instead of food. In addition to the status effect, take 1d4 Constitution damage if nauseated (half if sickened). Resort to cannibalism - Deal 1d6 + Strength bonus damage to your nearest companion. Each of you suffers 1d4 Wisdom damage (Will save for half). Eat the ghost - Destroys the haunt, but deals 2d6 Wisdom damage as its memories flow through you. This provides several clues to what has happened and also makes all your attacks [I]ghosttouch[/I] until the end of the day. So, the block ends up a lot longer (although you could probably stick with three options and be fine), but I think it'll end up working better in play. I'll be trying these on my players tonight, so we'll see what happens. Cheers! Kinak [/QUOTE]
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