What would be in your perfect Halloween setting?

payn

I don't believe in the no-win scenario
I ran the first Carrion Crown adventure, and my players got crushed by the haunts. They didnt know what to do. Instead of trying to figure the encounter out they just whined, cried and gave up.
Unfortunately, thats how haunts have gone and I think its a big missed opportunity. Using them as simple traps is really the problem. A haunt cant be bypassed by a single skill check, nor can it be killed by depleting its hit points. There is a story and a unique set of steps to putting each one to rest. Carrion Crown material goes over it quite a bit, and provides ample gear for enghaging haunts. However, a lot of that is GM info that isnt presented directly to players. So, the GM has to really go out of their way to explain these things. Ultimately, Paizo has been very bad at presenting them in adventures, and more importantly, using them in interesting ways.
 

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R_J_K75

Legend
Unfortunately, thats how haunts have gone and I think its a big missed opportunity. Using them as simple traps is really the problem. A haunt cant be bypassed by a single skill check, nor can it be killed by depleting its hit points. There is a story and a unique set of steps to putting each one to rest. Carrion Crown material goes over it quite a bit, and provides ample gear for enghaging haunts. However, a lot of that is GM info that isnt presented directly to players. So, the GM has to really go out of their way to explain these things. Ultimately, Paizo has been very bad at presenting them in adventures, and more importantly, using them in interesting ways.
That was pretty much what happened. It's been a long time since I ran the adventure, so I don't recall the particulars of the encounter or how to banish the haunts, but only that as you said, there was a very specific set of steps that needed to be satisfied. Although what I do recall he way Paizo presented it in the adventure and in the core book made me think to myself that the encounter was going to be tough, and next to impossible for the players to figure out without the GM giving them the answer, which I wasn't going to do. They quickly got frustrated because the few things they tried didn't work. After 13-14 years that encounter still comes to mind as one I probably should have run differently. Again, as you said it wasn't presented very well and gave little guidance on how to run it without giving it away.
 

payn

I don't believe in the no-win scenario
That was pretty much what happened. It's been a long time since I ran the adventure, so I don't recall the particulars of the encounter or how to banish the haunts, but only that as you said, there was a very specific set of steps that needed to be satisfied. Although what I do recall he way Paizo presented it in the adventure and in the core book made me think to myself that the encounter was going to be tough, and next to impossible for the players to figure out without the GM giving them the answer, which I wasn't going to do. They quickly got frustrated because the few things they tried didn't work. After 13-14 years that encounter still comes to mind as one I probably should have run differently. Again, as you said it wasn't presented very well and gave little guidance on how to run it without giving it away.
Yeah, without going into any spoilers, that first module has a number of very difficult encounters for players. I remember taking the reins and adding in a ton of signposting. Its one of the coolest stories and encounter experiences, but one rife with GM/player pitfalls in execution.
 

Voadam

Legend
Mechanically I dislike haunts. Traps that can be killed by positive energy so turn attempts and throwing holy water.

Flavor wise they can be fantastic, evocative haunting experience tied into past traumas that can be narratively put to rest by dealing with the trauma.

More emphasis on the evocative narrative elements for the player experience works better for me.

I got good uses out of ones in the Haunting of Harrowstone and one in Reign of Winter, just treating them as more narrative and less stats.
 

payn

I don't believe in the no-win scenario
Mechanically I dislike haunts. Traps that can be killed by positive energy so turn attempts and throwing holy water.

Flavor wise they can be fantastic, evocative haunting experience tied into past traumas that can be narratively put to rest by dealing with the trauma.

More emphasis on the evocative narrative elements for the player experience works better for me.

I got good uses out of ones in the Haunting of Harrowstone and one in Reign of Winter, just treating them as more narrative and less stats.
Yeah its frustrating for many players becasue they have no idea what haunts are, or how to deal with them. They come in wide varieties. Which is why I have, and still do, think that an AP where the PCs are ghostbusters would be a great way to showcase the potential of haunts.
 

A farm with a pumpkin patch for a potential Pumpkin King to rise up from and other crops that require a scarecrow.

Probably a dark forest outside the farm.
Some sort of carved Jack-o-Lantern is a must for Halloween adventures I run, if I can fit them in. Although, looking at my Cyberpunk Red games, I realize that they'll have to be cheap plastic blow molds, since no one but the very wealthy would even have pumpkins to carve in Night City.
 

Hand of Evil

Hero
Epic
A valley passing in the mountains, the road running fallows a rough river and cuts through an old dark forest. In the middle of the valley a quaint little village and on the hills a castle overlooking the valley.

Have plot versions on what goes on....
  • Villagers are a cannibal cult or werewolves that sacrifices travelers to the trees, acting out the wild hunt.
  • Classic vampire, ghost and monsters in the castle.
  • Mines in the hills hide elder horrors and will release a thick fog that will cover the valley, and strange beast will come out to hunt in the mist.
 

steeldragons

Steeliest of the dragons
Epic
There must be:
  • the town's largely abandoned "original/old" cemetery that was filled up a long time ago. Only the wealthy families ever have cause to go there for their ages old family mausoleums. But lately, there are rumors (from the grave-diggers in the "newer" sections of cemetery) of shades and shadows moving among the crumbling headstones and statuary. Insert any/all the "evil cultstuff" and Undeads of any variety that floats your boat.
  • the full pumpkin patches at multiple farms, loads of scarecrows. somewhere in or under there is "The Great Pumpkin" (modified shambling mound) that is looking to turn the town's inhabitants into gourd-headed thralls...charm ability by casting off clouds of "pumpkin spice" that turn the commoners into mindless slaves.
  • the Witch in the Woods with a "hidden" (illusion covered?) cottage in the dark woods - He/she is actually "good/kindly/helpful" witch and if the party can win some trust or be helpful/ask the right questions, they could receive an abundance of useful information. OR maybe get turned into ducks. Maybe have the "Headless Horseman" (below) after him/her/them... since their residence is well outside of town.
  • a very old "untended" apple orchard with an Apple Tree treant in residence. He makes the trees hurl apples at intruders, so most villagers leave it be, believing it a curse place. But does enjoy visits from a few of the town's children... who no adults believe when they're told about the nice tree-man in the old orchard. The treant is friends with the Witch in the Woods and trusts him/her. The treant doesn't like what this "Great Pumpkin" thing is about/after.
  • the leafless trees with seeming endless numbers of ravens watching the adventurers anywhere they go.
  • a hangman's tree somewhere at the edges of town.
  • the "Headless Horse-Man" is a cursed headless centaur that needs be put to rest. Discover why he is risen (who by? for what?) and defeat him. He can not cross the river/stream/bridge at the farthest edge of the "inhabited" town/farmsteads.
  • a nightly "Goblin Parade" of dark fae (including redcaps) that appears at the very final light of dusk and parade loudly through the main street, they ensorcel and lead away to the deep dark woods, or slay, anyone they encounter out of doors after dark. They are loud, with faerie music, sinister songs, hooping, hollering...They do not attempt to enter any building, but anyone not indoors is fair game. Where are they taking those they enchant? What are they trying to do? The Autumnal Equinox/Full Moon/All Hallow's Eve (if you have that)/or such like "thin veil" night is three days hence...afterwards, the villagers are quite certain they'll never see their loved ones again.

That should be enough to give some good spooky moonlight-through-the-clouds vibes for parties of various levels.
 

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