#30 Haunts for Houses (PFRPG) PDF

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The darkness isn’t so empty anymore…

What lurks in abandoned houses and forlorn ruins? It’s no random encounter. The monsters refuse to lair there, because there are haunts!

Exploring the realms of the Pathfinder Roleplaying Game, here are 30 Haunts to harass, frighten and antagonize adventurers. Choose from a selection ranging from the Lonely House to the Mumbling Malediction; these unquiet spirits provide interesting encounters of CR 1 to 15. There are bleeding walls, wells that lure the unsuspecting, doors that lock themselves and fires that start without a single spark. These ghostly locales and the special conditions necessary to resolve them bring the terror to your game like nothing else.

There’s no need to settle for simple ghouls and wights. Why not show those treasure-seeking explorers just what the unfinished business of the dead looks like? Give them phantasms vomiting black bile, chains that threaten to strangle the air from their lungs, or jealous armor desperate for revenge. Give them anything but what they were expecting—give them #30 Haunts for Houses!

Author: T. H. Gulliver
Cover art: Arthur Rackham
Pages: 9

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An RPG Resource Review

5/5

Taking a new tack for Rite Publishing's "30" series, this work looks not at items that you might find but a specific type of threat that you might encounter - the haunt. Indeed, not just any old haunts but those which have, for whatever reason, chosen to manifest in a house.

The product opens with an overview of haunts, which were introduced in Paizo's GameMastery Guide - if you intend to make extensive use of haunts you may find a copy useful. Basically, haunts can develop in a location in which living creatures suffered in some way, and can be accompanied by undead. Despite having hit points and assorted capabilities, they can be thought of more as an atmosphere, an area in which effects are caused, than as actual beings in their own right. (I'm sure learned clerics and mages could argue for hours over that one!). They can only be removed from their location by performance of specific acts, based on the reasons why the haunt is there in the first place, although they can be damaged or negated such that they go away... but only for a while, they'll manifest again later. The really fun thing is that they manifest by duplicating a spell effect - which makes the game mechanics straightforward as you can treat the haunt's effect as if someone had cast the spell in question.

Straight on, then, to a collection of haunts ready to use, beginning with minor haunts - the sort of restless spirit that slams doors, walks around with heavy feet, or plays an instrument. They usually cause annoyance rather than harm, and manifest in ways that suggest 'This place is haunted' to the average paranormal investigator. Perhaps the area gets very chilly all of a sudden or things start to move apparently of their own accord (as if an unseen servant spell had been cast. For most of these, there's a standard riposte, the casting of an appropriate spell will negate the haunt... until it resets, that is.

Next comes the concept of 'associated haunts' - these are combinations of haunts that work together, and one example is given, in which a Fire Starter Haunt (which whispers in your ear that it would be a good idea to light a fire, with the effect of a suggestion spell) is combined with one called the Unrepentant Smoker, which causes a lit fire to billow smoke uncontrollably, and the Charred Man Haunt, where swirling smoke coalesces into what appears to be the form of a burned body... spooky indeed!

This idea for effective uses of haunts is followed by some more substantial threats. These can actually hurt, rather than annoy or scare: perhaps possessing your familiar and causing the poor thing to bite you, or a shadowy form manifests and appears to reach out through someone to grab and squeeze their heart! Again, many of these haunts are resonant with the sort of things that happen in ghost or horror stories... and should terrify the characters which encounter them, at least until they find out how to stop the manifestation occurring.

Finally, there's a fully-detailed NPC. Pers Veilborn studies haunts, he follows a goddess of knowledge and death, and can be persuaded to accompany adventurers who have encountered manifestations that need to be dealt with.

If you like spooky, haunted places to investigate, this work will give you hours of fun at the expense of your characters: all in the very best horror story style. Very effective and atmospheric...


Like Haunts? Then check this book out.

4/5

30 Haunts for Houses by Rite Publishing

This product is 14 pages long. It starts with a cover, credits and Introduction. (3 pages)

Common Minor Haunts (2 ½ pages)
There is 10 common haunts, they happen more often. As the ghosts doing it are doing something that was common to them in life. They are fairly minor and easy haunts to deal with. Most are very good simple haunts, a couple are a bit more involved.

Associated Haunts (½ page)
There is only 3 such haunts in the book. Really only one with how they work. This is a great idea for haunts, they are haunts tied to one another and can trigger a series of them. Love the idea and the one sample three connected haunts is good, I just wish there had been more.

Haunts (3 ½ pages)
This section as general haunts. There is 17 new haunts in this section they are all good, some better than others. There was one I questioned the CR on, it felt a bit strong to me. But all and all a nice collection of haunts to use in your games.

Pers Veilborn (1 ½ pages)
A NPC that specializes in knowing about haunts. He is a 5th level divine channeler, all the rules you need to use the NPC is presented in the book.

It ends with a OGL and 2 pages of ads. (3 pages)

Closing thoughts. The artwork is nice with a old style to them. Not sure if they are all public domain or not. The artwork is black and white, not great but nice. The vast majority of the haunts are very good and if you like haunts you will enjoy them. There was a couple of was meh about and a couple I was not sure about the CR given, but most I thought where great. The layout and editing is top notching I didn't notice any obvious errors in the product.

Now the product is not perfect, there is one problem with it and a nit-pick about it. The problem is the NPC uses a new class from another Rite Publishing product, Secrets of Divine Channeling. Yet the PC makes no mention of where the class comes from. You don't need the book to use the NPC as is, as the rules are provided but it would have been nice. Especially if the NPC leveled up or was used as a PC or something. Another minor issue I had was I would have liked to have a bit more fluff with each haunt, to help sell it. Most have enough to make them creepy but a bit more would have been nice.

The nitpick was... I wanted more, what is here is good. But I would have loved if they had done 30 common haunts, 30 haunts and 30 associated haunts in three separate books. I really felt each section of haunts was plenty strong enough to stand up on their own. So whats my rating? Well I liked most of the haunts in the book, though a bit more fluff and well more haunts would have been nice. There was a couple of haunts I didn't agree with as I mentioned and then the one issue with the NPC. So I am settling for a 4 star.


30 extremely useable Haunts

4/5

This pdf is 14 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages advertisements, leaving 9 pages for the 30 haunts.

The pdf kicks of with one page introduction to haunts, including some insightful designer's note.
The haunts presented herein range from CR 1 to CR 15.

Common Haunts:
-Common Door Haunt: Slams doors shut
-Common House Haunt: Minor poltergeist effects
-Common Phantom World: Strange, obscuring hallucinations
-Graverot: A spark of unlife in a corpse
-Hindering Haunts: Delay PCs in crucial moments
-Lonely House Haunt: Charm PCs into staying for the night...
-Phantom Blade: Haunted remains of a trap
-Reluctant Portal: Hard to open/close portal
-Solid Phantoms: Phantoms that block PCs
-Weedy Well: Lure PCs

Associated haunts (haunts that belong together):
-Charred Man: Potentially lethal killer
-Fire Starter: Creepy little haunt
-Unrepentant Smoker: Lets smoke billow forth

Haunts:
-Biting the Hand that feeds: Make animals rebel
-Black Bile: Cool manifestation
-Chain Haunt: Poltergeist chains
-Envious Armor: Your fighter with LOATHE this haunt. I love it.
-Faithful Phantom Hound: A faithful phantom creature; great adventure seed/ idea for deceased PC-companions
-Feel my Pain: Brutal, pain-inducing haunt
-Gurglers: Creepy, almost Pow/Lovecraftian haunt
-Heartstopper: Great nod towards one of my favorite Poe stories
-Hot Handle Haunt: Fire walk with me
-Lich's Lover: Anguish of a woman can kill you
-Mumbling Malediction: Lethal, nice focus point for a haunted house
-Open Grave: This haunt has a cool effect and works different from what you'd expect
-Rats in the Wall: Iconic take on a classic motive
-Restless Sleep Haunt: Insomnia-inducer
-Scrawl: Scribbles appear with a twist
-Shadowmaker Haunt: Undead-creating haunt
-Spinning Spiders: This haunt is really cool and includes a spinning chandelier. Go figure. :)

The pdf closes with a NPC (CR 4) for ghost-and haunt-related adventures, who was built via the excellent rules for Divine Channeling from RiP's "Secrets of Divine Channeling". All necessary information is given for you to run this character without access to the supplement, though.

Conclusion:
When first reading this, I was a bit baffled by the common haunts being...well...common. However, that is exactly the premise - the 10 haunts presented in the beginning are supposed to be very generic for ease of inserting it into your campaign. The other haunts were more creative and, in spite of the limitations in word-count, some of them managed to evoke a creepy atmosphere or were mechanically interesting. The thin line between "generic and boring" and "generic and easy to implement" - 30 Haunts for Houses walks it with ease and for the better. Editing and formatting were top-notch, I didn't notice any errors. Presentation and layout adhere to the high Rite Publishing standards. Art is ok and mostly from public domain. The NPC was a nice bonus.

So what's my final verdict? Due to the low price and extreme usability, I'll settle for a solid 4 stars. This is, as of yet, the best haunt-supplement out there. For a sequel, I'd like to see more complex haunts or a file containing only common/generic haunts and files containing haunts linked by a theme as well as more associated haunts - the 3 associated ones make for a whole encounter in and of themselves.



I wanted to thank Vic for getting this up.

Liberty's Edge

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber; Starfinder Charter Superscriber

Does this use the Haunt rules from the Gamemastery Guide?

What does #30 series mean?

The Exchange RPG Superstar 2009 Top 8

Dragnmoon wrote:

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...

Dark Archive

Pathfinder Roleplaying Game Superscriber

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.

Scarab Sages

Hrm, that does give me an idea. I call dibs on 30 enchanted altars. :)

Dark Archive

Pathfinder Roleplaying Game Superscriber

How about 30 exotic magic items? Wonder items out of the norm basically.

The Exchange RPG Superstar 2009 Top 8

Dark_Mistress wrote:

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.

Dark Archive

Pathfinder Roleplaying Game Superscriber

The one that does like 80 hp to the heart seemed a bit strong for it's CR unless I was reading it wrong.

The Exchange RPG Superstar 2009 Top 8

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:

... 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.

Grand Lodge

Tarren Dei wrote:
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 **

Spoiler:
The "stepping out of the room to reset" thing I find annoying. I really would prefer something along the lines of "once active it lingers for CR rounds" or something like that. At least that way the PCs can't all step out into the hall and step back into the room the next round and avoid the haunt. That tactic just seems "cheap" to me.
Dark Archive

Pathfinder Roleplaying Game Superscriber

Yeah just saying it felt a bit strong to me. I also agree with Krome what he said in his spoiler. Which likely has something to do with my feeling on some of the haunts.

The Exchange 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: 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.

The Exchange RPG Superstar 2009 Top 8

Tarren Dei wrote:
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".

The Exchange RPG Superstar 2009 Top 8

Rite Publishing wrote:

@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 Archive

Pathfinder Roleplaying Game Superscriber

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. :)

The Exchange RPG Superstar 2009 Top 8

I'm working on some more haunts for a possible future product and will name a haunt after the first board member who posts a review of this product on Paizo. ;-)

Dark Archive

Pathfinder Roleplaying Game Superscriber

I think the forum ate my post.

Anyways I had said about the 2 not allowed items, thats what the OGL is for. :)

The Exchange RPG Superstar 2009 Top 8

Dark_Mistress wrote:

I think the forum ate my post.

Anyways I had said about the 2 not allowed items, thats what the OGL is for. :)

You know, 'The Dark Mistress' could be a haunt. It sounds like a haunt.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Tarren Dei wrote:
Dark_Mistress wrote:

I think the forum ate my post.

Anyways I had said about the 2 not allowed items, thats what the OGL is for. :)

You know, 'The Dark Mistress' could be a haunt. It sounds like a haunt.

Only in your wildest dreams. :)

RPG Superstar 2009 Top 32

Dark_Mistress wrote:
Tarren Dei wrote:
Dark_Mistress wrote:

I think the forum ate my post.

Anyways I had said about the 2 not allowed items, thats what the OGL is for. :)

You know, 'The Dark Mistress' could be a haunt. It sounds like a haunt.
Only in your wildest dreams. :)

Actually, yes, they are. ;)

The Exchange RPG Superstar 2009 Top 8

Actually, yes, the haunt did involve dreams ... but you won't get to see it unless you write a review.

;-)

The Exchange 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...)

Dark Archive

Pathfinder Roleplaying Game Superscriber

Nice review End and mirrors my feelings on the topic.


@Tarren Dei: Thanks and yes, I want more of that innovative goodness! And an Endtimes haunt would be awesome. ;)

@D_M: Glad you're still around and have similar opinions! I'll post more reviews on Saturday. ^^


Thanks for taking the time to do a review of our product.

Steve

Liberty's Edge

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.

The Exchange RPG Superstar 2009 Top 8

NicodemisFinch wrote:
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.

;-)

Dark Archive

Pathfinder Roleplaying Game Superscriber

Reviewed.

The Exchange RPG Superstar 2009 Top 8

Many thanks for the review, Dark Mistress.

I agree ... 30 haunts is not enough. I hope Rite Publishing will be giving you some more haunts in the near future. ;-)


Thank you for reviewing the product O' Mistress of the Dark

#30 Haunts for Sea and Shore?

The Exchange RPG Superstar 2009 Top 8

Rite Publishing wrote:

Thank you for reviewing the product O' Mistress of the Dark

#30 Haunts for Sea and Shore?

'#30 Haunts for Ship and Shore'

Dark Archive

Pathfinder Roleplaying Game Superscriber
Tarren Dei wrote:
Rite Publishing wrote:

Thank you for reviewing the product O' Mistress of the Dark

#30 Haunts for Sea and Shore?

'#30 Haunts for Ship 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)

The Exchange RPG Superstar 2009 Top 8

Dark_Mistress wrote:
Tarren Dei wrote:
Rite Publishing wrote:

Thank you for reviewing the product O' Mistress of the Dark

#30 Haunts for Sea and Shore?

'#30 Haunts for Ship 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)

... 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?

The Exchange RPG Superstar 2009 Top 8

A belated thank you to Megan for the five star review.


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.


Yep they are worth their weight in gold.

be on the look out on thursday for #30 Haunts for Objects


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...)


Pathfinder Adventure Path, Rulebook Subscriber

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!

Grand Lodge

The_Minstrel_Wyrm wrote:

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!

The Exchange RPG Superstar 2009 Top 8

Krome wrote:

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?


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.


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.

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