
prototype00 |

So my players faced a haunt the other day, they entered a room, noticed the manifestation on the surprise round, those who rolled initiative above a 10 got out, and those below it suffered the consequences.
Then the Haunt reset (and will trigger again if they try after an hour), so my question is, do they get the XP for it now, having "survived" it? Or do they need to perform the "final destroy condition" before that?
prototype00

meatrace |

I believe, like traps, they simply need to survive the experience. In other words, they get experience points for having experienced it. At least that's how we've always played, traps and haunts are really only meant to be speedbumps that maybe throw some status effects or soften your heroes up before the real fight(s).

HectorVivis |

Similar question for my beloved bloody skeletons.
I think it depends of the situation: If it's a way the party have to clear or they will use again, I would only give half the normal amount of XP, and give the other half when they totally resolve the problem.
If it's just a way they won't use again... Bah! I don't know in the end... Any other 2 cents ?

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3 people marked this as a favorite. |

Brandon Hodge wrote:Same as traps: experience awarded once on survival.Yeah, but then some haunts are just stupid "oh look some ghosts ran by you here have some xp" There is at least one haunt like that in Carrion Crown.
Think of that as "you learned some backstory to the adventure that may help you in the future or that may just make you enjoy the story more" rewards then.
It's not stupid if it adds to the player's immersion in the game.

AbsolutGrndZer0 |

AbsolutGrndZer0 wrote:Brandon Hodge wrote:Same as traps: experience awarded once on survival.Yeah, but then some haunts are just stupid "oh look some ghosts ran by you here have some xp" There is at least one haunt like that in Carrion Crown.Think of that as "you learned some backstory to the adventure that may help you in the future or that may just make you enjoy the story more" rewards then.
It's not stupid if it adds to the player's immersion in the game.
Ah, yeah I see what you mean, kinda. I guess at the very least as long as they players don't think as I said, "oh look some stupid ghosts ran by us" but instead get the right idea that oh the ghosts are people who died in a fire here...