Tarren Dei RPG Superstar 2009 Top 8 |
Does this use the Haunt rules from the Gamemastery Guide?
What does #30 series mean?
Yes, it uses the haunt rules from the GameMastery Guide.
There are 30 haunts in this publication.
The #30 series includes 30 Blades by Jonathan McNaulty, 30 rings of defense by Steve Russell, etc.
Ive been talking with Steve about what else I could do 30 of. I've got some ideas, but I'll take suggestions...
Tarren Dei RPG Superstar 2009 Top 8 |
I read it last night/morning when I couldn't sleep. I liked it over all, there was a few i was meh about and a couple I wasn't so sure about the CR on. But as a whole I liked it a lot.
As for idea's you could do 30 ways to worship your Dark Mistress.
I actually already sent Steve '#30 Ways to Worship Your Dark Mistress' but Steve says he's not going to get into publishing the naughty stuff. #30 Erotic Magic Items was also out for the same reason.
I'm happy to hear that you liked it (as a whole).
Can you give me some examples of the ones with wonky CRs. I went by-the-book but in some cases, I probably should have fudged. CR is based on spell level + 1 with adjustments, but that isn't always going to work out perfectly.
Tarren Dei RPG Superstar 2009 Top 8 |
The one that does like 80 hp to the heart seemed a bit strong for it's CR unless I was reading it wrong.
Yes. Implosion is a 9th level spell and this haunt is based on that spell.
The CR is 'by-the-book'. It would have been higher but I doubled up on the weaknesses. It's a both a slow haunt and a haunt that is fooled by hide from undead. Those weaknesses lower its CR.
As implosion causes 10 points of damage per caster level and caster level is linked to CR, not adding these weaknesses would have made it CR 12 but able to do 120 points of damage per round. I thought about trying to lower both the CR and the damage even more.
You're right though. This haunt does a lot of damage if PCs stand and face it. With a low notice DC and a slow reaction time, the haunt gives a cleric enough time to channel enough energy to knock it half way before it attacks its first victim (who is allowed a Fortitude save to completely negate the effect).
But, don't tell your PCs that ...
... as with most haunts, the PCs could just leave the room, wait a bit, come back in, and do whatever they wanted to. Most haunts will have a reset of 1 hour or 1 day and the easiest way a party can avoid being hurt by them is by leaving the proximity of the haunt. Once your players figure this out, you'll be glad for the relatively harmless 'minor haunts' that lull them into complacency, and the occasional 80 points of damage to remind them to be frightened.
Krome |
Dark_Mistress wrote:The one that does like 80 hp to the heart seemed a bit strong for it's CR unless I was reading it wrong.Yes. Implosion is a 9th level spell and this haunt is based on that spell.
The CR is 'by-the-book'. It would have been higher but I doubled up on the weaknesses. It's a both a slow haunt and a haunt that is fooled by hide from undead. Those weaknesses lower its CR.
As implosion causes 10 points of damage per caster level and caster level is linked to CR, not adding these weaknesses would have made it CR 12 but able to do 120 points of damage per round. I thought about trying to lower both the CR and the damage even more.
You're right though. This haunt does a lot of damage if PCs stand and face it. With a low notice DC and a slow reaction time, the haunt gives a cleric enough time to channel enough energy to knock it half way before it attacks its first victim (who is allowed a Fortitude save to completely negate the effect).
But, don't tell your PCs that ...** spoiler omitted **
Tarren Dei RPG Superstar 2009 Top 8 |
Thanks again for your comments. I'm excited about haunts and am glad to have a chance to talk about them.
I agree that haunt feels a little strong. It's hard to balance these with monsters which may do more damage per round but have enough hp to last more rounds and can pursue. I would use that one cautiously and give players some warning so they are on their toes. As far as haunts go, that's a big bad guy.
Regarding the danger of haunts generally, haunts are designed to work like traps. Most haunts, like most traps, have their most powerful effect in their first round. Other haunts are persistent and last for a number of rounds. As with traps that do ongoing damage, players who can escape from these probably should.
That won't make haunts predictable though. Unlike traps, the players will have little way of knowing whether a haunt is persistent or not until it actually persists. That should keep them on their toes. Also, unlike traps, haunts were not designed by a sentient creature that probably needed a way to bypass it. Haunts were 'designed' by death and pain. As such, they can be placed in some really nasty places without the PCs asking, "But, how do the monsters get by?"
Finally, I've added three innovations to the rules that mix it up. Some haunts are 'minor' haunts and have relatively minor effects. Players don't get XP for just surviving these. These allow you to sprinkle in some annoying but not deadly haunts throughout to set flavor.
I've also allowed haunts to be 'associated.' A few minor haunts can work together with a more powerful one to create a more dynamic encounter. One haunt can act as a trigger for another so that one haunt causes another which causes another, etc.
Finally, I've allowed minor haunts to be controlled by undead creatures. A ghost that resides in a space can choose to hold the trigger of a haunt until it has the PCs in a more vulnerable position.
When minor haunts are associated with a more dangerous haunt or controlled by undead, PCs always get XP for surviving them.
Tarren Dei RPG Superstar 2009 Top 8 |
It's hard to balance these with monsters which may do more damage per round but have enough hp to last more rounds and can pursue. I would use that one cautiously and give players some warning so they are on their toes. As far as haunts go, that's a big bad guy.
Whoops. I meant "less damage per round".
Tarren Dei RPG Superstar 2009 Top 8 |
@Tarren Dei: Excellent postings +1
About #30 ways to worship your Dark Mistress and #30 Erotic magic items, its not me stopping you its the Pathfinder Compatibility Licence stops me at PG-13 while Dark Mistress is rated NC-17.
Ahh ... I knew there was a reason those never saw print. Still, the illustrations would be fun.
Dark_Mistress |
Understandable and yeah I do kinda look at haunts like intelligent traps, that can keep causing damage until disarmed. It was just one where I could see leading to a PC death pretty quickly and pretty easily unless the PC's react quickly and correctly.
As for the two other items of topic of discussion, well that's what the OGL is for silly. :)
Tarren Dei RPG Superstar 2009 Top 8 |
Tarren Dei RPG Superstar 2009 Top 8 |
Lord Fyre RPG Superstar 2009 Top 32 |
Tarren Dei wrote:Only in your wildest dreams. :)Dark_Mistress wrote:You know, 'The Dark Mistress' could be a haunt. It sounds like a haunt.I think the forum ate my post.
Anyways I had said about the 2 not allowed items, thats what the OGL is for. :)
Actually, yes, they are. ;)
Tarren Dei RPG Superstar 2009 Top 8 |
Tarren Dei RPG Superstar 2009 Top 8 |
Thanks to Endzeitgeist for the review.
I agree that if haunts are made to work together, they create a more dynamic haunt. The 'Associated Haunts' that use each other as a trigger was an innovation in this collection. If your main complaint is that you want me to do more of that, I can live with that.
(Now to come up with an Endtimes Haunt...)
NicodemisFinch |
As a result of an adventure and a gift/curse from Pharasma, one of my players can see ghosts (and gained some other related abilities I stole from here and there). My intent is to plague him with ghostly apparitions and random monsters from the ethereal plane (definitely inspired by The Sixth Sense ;)). Needless to say this supplement is just what the doctor ordered. I'd tell you more but I have a date with the purchase button.
Tarren Dei RPG Superstar 2009 Top 8 |
As a result of an adventure and a gift/curse from Pharasma, one of my players can see ghosts (and gained some other related abilities I stole from here and there). My intent is to plague him with ghostly apparitions and random monsters from the ethereal plane (definitely inspired by The Sixth Sense ;)). Needless to say this supplement is just what the doctor ordered. I'd tell you more but I have a date with the purchase button.
I'm excited to hear that, Nicodemis. The 'minor haunts' in this product could allow you to play that up without it slowing things down. The minor haunts are only harmful if combined with other haunts or dangers.
Keep an eye out in the 30 series. You might see more things you like.
;-)
Tarren Dei RPG Superstar 2009 Top 8 |
Tarren Dei RPG Superstar 2009 Top 8 |
Dark_Mistress |
Rite Publishing wrote:'#30 Haunts for Ship and Shore'Thank you for reviewing the product O' Mistress of the Dark
#30 Haunts for Sea and Shore?
Or Haunts for Ships, Sea and Shore. Ghost ships are a iconic, as are ghosts that lure you out to sea, either ships out there or people on the shore. Or even those that come to haunt the living on shore from the sea ala The Fog(yeah yeah I know, but it kinda fits)
Tarren Dei RPG Superstar 2009 Top 8 |
Tarren Dei wrote:Or Haunts for Ships, Sea and Shore. Ghost ships are a iconic, as are ghosts that lure you out to sea, either ships out there or people on the shore. Or even those that come to haunt the living on shore from the sea ala The Fog(yeah yeah I know, but it kinda fits)Rite Publishing wrote:'#30 Haunts for Ship and Shore'Thank you for reviewing the product O' Mistress of the Dark
#30 Haunts for Sea and Shore?
... or ghost ships with haunts that lock you in a hold and begin to choke the life out of you with phantom water, that charm and deceive their captains, that lure heroes into shark infested waters, that manifest during storms to make bad situations worse? Those kind of haunts? 30 of them?
What do you think, Steve?
Doc_Outlands |
My gaming group has fallen in love with the tv show "Supernatural" (and "Charmed," but there's no accounting for taste) and are interested in a modern campaign in that style. So I've been looking into converting The Haunting Of Harrowstone into a modern-day setting to run with GRC's Modern Path expansion. But what if my players don't want a one-off? I'm gonna need more fodder for their adventures. Based on the reviews and discussions, RiP's #30 Haunts books are must-haves.
I want to take a moment and express my appreciation to reviewers like Megan, End, and D_M who take the time and energy to really dig into a product. The information they provide allows me to make a better-informed decision on my purchases and makes our game-times more enjoyable.
Doc_Outlands |
O.o
You so rock. I just printed out the parts of "Haunting of Harrowstone" I need to start my preps. That means I'm makng a list of OTHER stuff I need to get ahold of ... and here you go and add another title to that list...
I mean, "that accursed book/chest/knife/oven/whatever" is such a staple. ...crud. You just gave me an idea. How do you steal a haunted house? (When a friend gets back from Iraq this fall, we're going to get together for a large one-off gaming-session. The planned GM for the session is envisioning a cross between "The Italian Job" and "Oceans Eleven," with us on a time limit and having to steal something that is difficult to steal. Why not a haunted location? Interesting...)
The_Minstrel_Wyrm |
I'm actually GM'ing "Carrion Crown" for my group on Monday nights (although work seems to conspire against me, I've had to work a lot of closing shifts lately on Mondays... **grumbles**).
Anyway... I think I'll be purchasing this pretty soon. I have a player whose character is descended from the "Beumhal" (sp? don't have "Rule of Fear" handy) family.
I'm thinking of doing a "side trek" of a sort during "Carrion Crown" between parts 3 and 4 in which the PCs wind up staying at Beumhal House (and the PC who is a descendant "triggers" much of the hauntings... as if it senses his bloodline).
I was going to try crafting many of my own Haunts (and still may) but this product will likely alleviate much of that additional work.
From the reviews I've read, I can think of several I would have tried to create, but won't need to after all.
~Cheers!
Krome |
I'm actually GM'ing "Carrion Crown" for my group on Monday nights (although work seems to conspire against me, I've had to work a lot of closing shifts lately on Mondays... **grumbles**).
Anyway... I think I'll be purchasing this pretty soon. I have a player whose character is descended from the "Beumhal" (sp? don't have "Rule of Fear" handy) family.
I'm thinking of doing a "side trek" of a sort during "Carrion Crown" between parts 3 and 4 in which the PCs wind up staying at Beumhal House (and the PC who is a descendant "triggers" much of the hauntings... as if it senses his bloodline).
I was going to try crafting many of my own Haunts (and still may) but this product will likely alleviate much of that additional work.
From the reviews I've read, I can think of several I would have tried to create, but won't need to after all.
~Cheers!
I used the product extensively for the first two of Carrion Crown and probably more later. It is an absolutely perfect fit. I'd honestly love to see more haunts!
Tarren Dei RPG Superstar 2009 Top 8 |
I used the product extensively for the first two of Carrion Crown and probably more later. It is an absolutely perfect fit. I'd honestly love to see more haunts!
You've seen 30 Haunts for Objects, right?
baldwin the merciful |
I've only recently discovered Rite Publishing but I will admit that I'm glad I crawled out from under the my rock. Rite Publishing is fast becoming one of my favorite third party publishers based on their high quality and innovative material.
I've purchased both #30 Haunts for Houses (HfH) and #30 Haunts for Objects (HfO) in the last week, they add an exciting dimension to the game. I can't wait to introduce the Cruel Crop (HfO) to the adventure and the Envious Armor (HfH). Envious Armor - what a fantastic way make a party fighter turn white. I haven't gone through each of the free Pathway Magazines yet, but the first two issues contained a few free Malevolent Manifestations.
baldwin the merciful |
I placed the Envious Armor Haunt from this pdf in my most recent KM game, and it turned out to be quite effective. I provided a brief summary of that encounter under the Rite Publishing: "101 Not So Simple Monster Template" product discussion thread, as I incorporated one of the templates into the game. Overall very satistfied with both those products.