Haunts - How would you run them?

Av3rnus

First Post
So I've been running a campaign for a couple months or so now using the Rise of the Runelords AP (minor spoilers ahead), and last night the party finally reached the haunted manor (in the Skinsaw Murders module), where they began to experience the various Haunts as they explored the place. Now, I really love the concept and I think its been quite fun thus far - I think I'll definitely be keeping it in mind for future games. I did, however, tweak their mechanics from how they're written up in the module. I'm wondering: did anybody else see potential or actual problems from using them with the given mechanics?

By default, the haunts work kinda like traps, and their effects are tied to the rooms in which they're located. Most of them are keyed to act only against a particular person, varying from haunt to haunt. If one goes off on you, you'll have to make one or more saves to keep something pretty bad from happening to you. If, however, you succeed on some given check to notice them (usually Spot, Listen, or Wisdom), you can roll initiative and act in a surprise round with the haunt. If you roll well enough to act before the haunt, the module notes that you can try to turn undead on it. If the turn succeeds, then the haunt is exorcised and nothing bad happens.

In other words, if you happen to be playing the cleric you might get to do something cool. Ok, that's fine. Other characters instead might get themselves a standard action to do... what exactly? Barring some action to bolster their own saves, the only effective choice I can imagine is simply walking out of the room. At that point, how should the DM rule? If the haunt still goes off, then why bother having them roll initiative? If the haunt doesn't go off, then the most viable solution is, well, kinda boring and rather unheroic.

For my game, I decided that instead of bothering to roll initiative upon successfully noticing a clue to the haunt, I would secretly give the player a small bonus on whatever saves the haunt requires. That way, I figured my players would at the very least still get the fun of experiencing the haunt but stand a much better chance of avoiding its nasty effects. It seemed to work out pretty well, although two of my players quickly became very cautious, allowing the rest of the party to explore new rooms while they staying behind.

Am I missing anything in my assessment of the default mechanics? Any potential problems with my house rule that I just haven't seen?
 

log in or register to remove this ad

Allow the other spellcasters(if any) as well to percive the elements of the

haunt make them roll a will save in order to percive things like smells or

visions which non spellcasters may not be able to percive as well and at

some point you can use the will save for elments which are more blunt

then subtle but make wil saver higher for non spellcasters as I did in

Geisha dreams
 


Has spoilers

I haven't tried running the module yet but I was definitely concerned about all the saves that need to be made.

It's supposed to be designed for levels 4-6, but I think that may be pushing it for level 4, especially since the haunted house really is designed with 6 PCs in mind.

From what you're saying, you're doing a good job of adjusting the module to fit the characters (always a good in my opinion).

You can simply assign easier DC checks (at -2) for this portion and have the haunts do less damage if the adventure is too difficult. Odds are the PCs will get a bit banged up by this one.



Also, you can throw them a few extra items (a couple of potions of cure light hidden in a room might help). If something good happens, give them time to recoup before further investigation. Fit in a side adventure in the middle of this so they have an excuse to leave (even if it's only for a short time). Maybe they find a letter or a note in a bottle. They can always come back to the house later.

Debby
 

I haven't tried running the module yet but I was definitely concerned about all the saves that need to be made.

It's supposed to be designed for levels 4-6, but I think that may be pushing it for level 4, especially since the haunted house really is designed with 6 PCs in mind.
Debby

The Pcs should be Level 5 by this time (they've hunted down, clues, fought scarecrow ghouls, etc..). Still, Level 5 does nothing for anybody's saves ;)
 


I sadly don't have anything to say about running the adventure 'cause I haven't had the chance, but I have a question:

Any thoughts about how you'd rule on "turning" haunts using the new PRPG version of turning? Assign the haunts an effective Will save?
 

I sadly don't have anything to say about running the adventure 'cause I haven't had the chance, but I have a question:

Any thoughts about how you'd rule on "turning" haunts using the new PRPG version of turning? Assign the haunts an effective Will save?

Well, I'm using True20, and that's basically what I did.
 

Remove ads

Top