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We nearly failed a mod this weekend because of a haunt. I think there was crying or something as a warning....but given that we were looking for hostages that didn't really tell us much. We rolled knowledge religion of like 26, and got, "you suspect it's a haunt." This was incredibly helpful as we alreay knew it was haunt, which should have been evident to the DM by us asking for a knowledge religion roll.
We then took it on the face, which made it very difficult to succeed on the task required. We then decided that we couldn't avoid the haunt and succeed on the mission. Some people wanted to abandon the mod at this point.
After a great deal of convincing some of the party that we could get rid of the haunt. We finally started doing random generic stuff to end haunts like bury bodies, etc. We then sent the same party member across as we were guessing the haunt might not be able to effect him again. However, the haunt didn't manifest and we finished the mission.
I guess that was win....

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I have this feeling that there is going to be a haunt in a PFS module where the "running away" tactic means that we won't be able to complete the adventure, though I don't fault you logic in the slightest. I'm mostly looking for a way to deal with a haunt after it has activated, because it can be pretty hard to know that it's a haunt right off the bat, before it's done anything.
I'm going to wait until my character levels up and takes ranks in knowledge religion before acquiring a haunt contingency plan, but I'm running low on ideas.
I played a mod, I wont mention, but it was a situation if you fail your save you cude gras yourself you are dead.