Haunt XP, when do you get it?


Rules Questions


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


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).


That's a good question, though when I ran Carrion Crown I required players to actually "solve" the haunt to get the xp. Just leaving the room was too easy for most of them, unless it was one that couldn't be stopped, but pretty sure most of the ones in Carrion Crown at least could.


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 ?

Contributor

Same as traps: experience awarded once on survival.


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.

Paizo Employee Creative Director

3 people marked this as a favorite.
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.


Agreed. There's more to experience than surviving/conquering threats, even in D&D and it's progeny.


James Jacobs wrote:
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...


Thread Res!

Here's a follow up question: if the trigger is a small area (thinking a very well known AP, where it's often an object or 5' square), and the party doesn't trigger it, should you award XP for avoiding it (as I typically do for traps)?


I would award the experience if the party somehow detects and consciously avoids the haunt (or trap). If they just missed it by coincidence, then I don't think experience was gained in any meaningful way.

I might be wrong. I don't have a RAW citation.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Haunt XP, when do you get it? All Messageboards

Want to post a reply? Sign in.