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30 Haunts For Houses

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100% found this document useful (1 vote)
204 views14 pages

30 Haunts For Houses

Uploaded by

john fielder
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Rite Publishing Presents:

#30 Haunts for Houses


Dr. Venkman (Design): T. H. Gulliver
Dr. Spengler (Editor): Robert N. Emerson
Mediums (Artists): Arthur Rackham and Public Domain
Dr Stantz (Layout and Publisher): Steven D. Russell

Dedication: To Mr. Greenway


and all teachers who keep their standards high.

“ …you left the bodies and you only moved the headstones! You-only-moved-the-
headstones! Why? *Why*? ”
– Poltergeist

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC.
See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not
guarantee compatibility, and does not endorse this product.

#30 Haunts for Houses, Copyright © 2011 Steven D. Russell, Open Gaming License Copyright © 2007
Wizards of the Coast. All rights reserved, Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder
Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used
under the Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.
After the Surprise Round: Most haunts
#30 Haunts for Houses vanish at the end of the surprise round. These
effects, however, can continue after the surprise
round. A character subjected to a haunt
Understanding Haunts duplicating the effect of a cause fear spell is
frightened for 1d4 rounds or shaken for 1 round,
Haunts are an exciting new addition to the as per the spell. If the haunt is persistent, it either
game. Rules for haunts can be found in the continues to trigger its effect after the surprise
Pathfinder® Roleplaying Game: GameMastery round or maintains an effect (see designer’s
Guide™ and are not repeated in full here. note). A persistent haunt vanishes after its
duration expires.
• Area – This is the maximum area that is Reset: The cycle can only begin again after
held by the haunt. Haunts that are triggered its reset period expires.
by proximity are triggered when this area is
entered. The area of a haunt may be smaller
when the room or object haunted is smaller.
Some haunts take up a smaller yet deeper
area, such as a well. The primary effects of a
Designer’s Note: Persistent Haunts
Haunts
haunt take place in this area but the
secondary effects may move out of the area. Deciding whether, or not, a haunt should be
For example, a minor haunt that throws considered persistent is not always simple.
books from a bookshelf would only be able to Haunts duplicate spell effects. When the spell
manifest in the area although the book can effects are instantaneous, a haunt would only be
be flung out of the area. When it might persistent if it continued to trigger the same spell
otherwise be unclear, #30 Haunts for effect after the surprise round. When haunts
Houses explains in the effects. duplicate spell effects with other durations,
deciding whether they should be persistent
Cycle of a Haunt requires more care. In #30 Haunts for Houses,
An individual haunt has a fairly structured haunts are only persistent if the spell effect
existence. continues to trigger each round, if the spell effect
continues beyond the duration normally allowed
Trigger: The haunt is triggered often by by the spell effect, or if the spell effect normally
proximity – when a living creature enters the requires concentration. This ensures greater
haunt’s area – or by touch. consistency in the challenge ratings of haunts.
Noticing: As the haunt begins to manifest,
those in the area inhabited by it have a chance to
notice the haunt in the surprise round. What they
will notice – a chill in the air, a sibilant whisper, Common Haunts
or an object beginning to slide across a table –
varies from haunt to haunt. These haunts occur more frequently because
Initiative: Characters who notice the haunt the restless spirits responsible for haunts continue
can make an initiative roll to beat it in the to engage in some of the mundane activities they
initiative order. Most haunts act on 10 but slow engaged in frequently in life. They slam shut doors,
haunts act on 0. walk heavily across the floor, open and close
Neutralizing the Haunt: If a PC notices a drawers, and complain about the weather.
haunt, and beats it in the initiative order, they
have a chance to neutralize the haunt before it
fully manifests. Neutralizing the haunt usually
involves channelling enough positive energy to
Minor Haunts
Haunts
reduce it to 0 hit points. A haunt can only be Minor haunts may annoy, or surprise PCs,
harmed during its manifestation. Most haunts but they do not usually cause any direct damage.
manifest during the surprise round, ceasing They are useful in setting flavor and can act as a
activity before entering the normal initiative drain on PCs’ resources, if PCs channel positive
order. Persistent haunts continue to manifest for energy at them before realizing that they are
a duration that is included in the description of relatively harmless. They can also be combined
their effects. These haunts can be neutralized effectively with other dangers.
with positive energy after the surprise round.
Having an Effect: The effects of haunts Weaker, minor haunts are often found within
begin during the surprise round, when their turn inhabited houses not because they manifest more
in the initiative order occurs. Some effects may frequently but because, when they do manifest, they
carry over to subsequent rounds (listed in are tolerated as annoyances. Homeowners may live
effects). with a minor haunt rather than relocate or pay for
the services of specialists to eliminate them.
1
PCs do not receive experience points for
merely surviving a minor haunt. They only
receive experience points for destroying a minor
haunt or for surviving a minor haunt when it
strategically is combined with another danger.
For example, if PCs survive a dangerous
opponent after being separated from each other
by a Common Door Haunt and a Reluctant
Portal, they would receive XP for both haunts, as
well as the danger.

When an undead creature resides in an area


with minor haunts, the undead can choose when the
haunts trigger, delaying their trigger until a
moment it chooses. An undead creature can control
a number of minor haunts equal to its charisma
score. The haunt still has the same duration and
amount of time to wait before resetting.

Common Door Haunt CR 1


XP 400
LN minor haunt (5 ft. by 5 ft. door)
Caster Level 1
Notice Perception DC 29 (to hear the sound of
the hinges beginning to creak)
hp 2; Weaknesses slow; Trigger proximity;
Reset 1 hour
Effect The door slams shortly after any creature
enters the room, as per the spell open/close. This Common Phantom World Haunt
haunt may only activate when living creatures in
the room feel fear or engage in battle with undead
CR 2
creatures. XP 600
Destruction Removing the door handle from N minor haunt (5 ft. by 10 ft. area), persistent
the outside of the door and reinstalling it on the Caster Level 2
inside confuses the haunt enough to destroy it. Notice Perception DC 10 (to notice the sudden
chill in the air)
hp 9; Trigger proximity; Reset 1 day
Common House Haunt CR 1 Effect Those standing within the affected area of
XP 400 the haunt feel a drop in temperature and see
CN minor haunt (5 ft. by 5 ft. area such as a phantoms begin to form as the perception of the
cluttered desk, a chest of drawers, or a room begins to change. Those within the area see
bookshelf), persistent dozens of phantoms moving about the room and
Caster Level 1 through each other. Objects that once were in the
Notice Perception DC 10 (to notice the sudden room can be seen and seen through. This
chill in the air) phantom world provides concealment to those
hp 4; Weaknesses tricked by invisibility; beyond, as in the spell fog cloud. Unlike fog
Trigger proximity; Reset 1 day cloud, however, these phantoms cannot be
Effect The air suddenly grows so cold that living dispersed by a wind. Those who are not inside of
creatures can see their breath. Just as suddenly as the area do not see the phantoms and their
it left, the warmth begins to return to the space. attacks do not have a miss chance due to
An invisible force manifests, as per the spell concealment, even if they attack those standing
unseen servant. It begins to move small objects, within the haunt’s area. The haunt will remain
bang open and closed drawers, pinch out candles, active for 10 minutes or until neutralized. If
and otherwise make its presence known. The someone moves into the haunt’s area they will
haunt is persistent and the force continues until perceive the haunt. Those who exit and re-enter
the haunt is dispelled or the servant takes 6 the haunt perceive it again.
points of damage from area attacks. Destruction Casting daylight in the area while
Destruction Casting magic circle against chaos the haunt is manifesting will destroy it.
in the area just as the haunt manifests will
destroy it.

2
Graverot CR 2 Notice Perception DC 23 (to notice a whispering
in the room)
XP 600 hp 16; Trigger touch; Reset 1 hour
LE minor haunt (5 ft. by 10 ft. area around one Effect Whenever living creatures pass through
corpse) the foyer, a voice whispers, “Stay, stay for the
Caster Level 2 night. I insist. It would be rude not to.” The voice
Notice Perception DC 20 (to notice the sound of effects up to four living creatures as the spell
a groan rise from the corpse) mass suggestion (DC 17 Will save negates). Those
hp 9; Weaknesses slow; Trigger proximity; not affected by the spell can make a DC 23
Reset 1 week perception check to notice and understand the
Effect The target of this haunt sees the corpse whisper. Those who are affected feel the haunt’s
shift suddenly and it reaches out with a rotting suggestion is a reasonable course of action.
hand. Only the target perceives any movement Destruction The haunt is destroyed when a
from the corpse. If the haunt makes a successful triggering undead, such as a vampire, is defeated.
melee touch attack, the target is paralyzed for
1d6+2 rounds as per the spell ghoul touch. For
the duration of the spell, the target perceives the Phantom Blades CR 1
corpse gripping his hand tightly and is unable to XP 400
move as his skin begins to putrefy. The paralyzed LE minor haunt (5 ft. by 5 ft. section of hall),
subject exudes a carrion stench that causes all persistent
living creatures in a 10-foot-radius spread to Caster Level 1
become sickened (Fortitude DC 13 negates). A Notice Perception DC 10 (to notice the trickling
neutralize poison spell removes the effect from a blood)
sickened creature, and creatures immune to hp 2; Weaknesses slow; Trigger proximity;
poison are unaffected by the stench. The stench Reset 1 week
ends suddenly after the duration of the haunt. Effect Blood seeps from twenty-nine small slots
Destruction Washing the corpse in water from a in the walls. A careful examination reveals a
well or fountain of a temple devoted to a lawful sharp and shiny blood covered blade hidden
good deity rids it of any lingering evil. within each slot, ready to be triggered, skewering
anyone stepping into this section of the narrow
Hindering Haunts CR 7 hall. Although the rusted remains of a spring
blade trap lie within this wall, the trap is no
XP 3200 longer functional and certainly not shiny and
LE minor haunts (10 ft. by 15 ft. room), persistent dripping in blood. The haunt behaves as the spell
Caster Level 7 phantom trap. This haunt is persistent. Its effect
Notice Perception DC 21 (to notice the ghostly vanishes when the trap is sprung or when it is
figure rushing from the wall) neutralized.
hp 31; Weaknesses tricked by hide from Destruction The haunt can be destroyed by
undead; Trigger proximity; Reset 1 day casting bless on the rusted remains of the no
Effect A pair of ghostly figures rushes out from longer functioning trap hidden within the walls.
opposing walls and leap at two living creatures. If
the targets fail their Will saves (DC 15), the
phantom figures cling to them holding them back, Reluctant Portal CR 1
causing them to move slower as per the spell XP 400
slow. The haunts are not powerful enough to CE minor haunt (5 ft. by 5 ft. door), persistent
move the affected creatures anywhere against Caster Level 1
their will, but their targets perceive that they are Notice Perception DC 29 (to hear the sound of
trying to drag them to the center of the room. feet shuffling on the other side of the door)
This haunt persists indefinitely but the phantoms hp 4; Weaknesses triggered by touch, slow;
and the effects of this haunt are trapped in this Trigger touch or associated with Common Door
room and vanish when the effected members exit Haunt; Reset 1 week
the room. Effect This closed door resists all efforts to open
Destruction This haunt is a manifestation of the it, not as if it is locked but as if someone is
anger and jealousy that ended in a duel between pushing back from the other side. Those touching
father and son, killing both. The haunt is the door can hear snickering from the other side.
destroyed only if two affected creatures fight each After 1 minute, the resistance ceases and the door
other until one dies. flies open. The haunt acts as the spell hold portal.
This haunt is erratic yet persistent. If the door is
Lonely House Haunt CR 8 forced open within 1 minute, the haunt resets and
triggers the next time the door is closed. If it is
XP 4800 neutralized, the haunt does not reset for 1 week.
LE minor haunt (10 ft. by 20 ft. foyer) Destruction The haunt is destroyed if the door
Caster Level 8 handle is removed and reversed.

3
Solid Phantoms CR 2 touch attack, the target takes 12d6+5 points of
damage. If the target's Fortitude save succeeds
XP 600 (DC 17), it instead takes 3d6+5 points of damage.
NE minor haunt (5 ft. by 10 ft. area, for example The subject can die from damage even if it
in a hallway or 5 ft. on either side of a doorway) succeeds on its saving throw.
Caster Level 2 Destruction The haunt is destroyed only when
Notice Perception DC 10 (to notice the color it slays a living creature of good alignment.
diminishing before the fog manifests)
hp 4; Weaknesses tricked by hide from
undead; Trigger proximity; Reset 1 day Fire Starter CR 2
Effect The space and everything in it becomes XP 600
less vibrant and begins to seem less real. The LE minor haunt (5 ft. by 10 ft. area near the door
room fills with the shifting grey shapes of things to the room)
and people that are no longer there. Visibility and Caster Level 2
movement is impaired as if by the spell solid fog. Notice Perception DC 13 (to hear unintelligible
The phantom figures and effect remain for 2 whispering)
minutes. Unlike the spell solid fog, however, the hp 4; Weaknesses Slow; Trigger proximity;
phantom figures are not blown away even by Reset 1 minute
severe winds. Effect A voice whispers, "I'm cold, so cold. Light
Destruction The haunt is destroyed when the the fire." This haunt acts as the spell suggestion
ghost inhabiting the room within is destroyed. (DC 14 Will save negates). This haunt resets every
minute and will continue to make the request of
Weedy Well CR 2 anyone near the fireplace.
Destruction The haunt is destroyed only when
XP 600 someone dies in this room.
LE minor haunt (5 ft. radius around the well)
Caster Level 2
Notice Perception DC 17 (to hear a soft voice in Unrepentant Smoker CR 4
the well sobbing) XP 1200
hp 4; Trigger location; Reset 1 day LE haunt (10 ft. by 10 ft. area)
Effect The weeds around the old well attempt to Caster Level 4
entangle any living creatures nearby. Entangled Notice Perception DC 23 (to notice the fire
creatures hear a child’s voice deep within the well beginning to die down suddenly)
pleading "Please, no. Not again. Please." hp 8; Trigger proximity; Reset 1 day
Destruction The haunt is destroyed by draining Effect This haunt requires a fire to be lit in the
the well and removing the bones buried within. fireplace. When the haunt activates, the fire
suddenly dies down. Smoke billows from the
Associated Haunts fireplace filling the room choking those within as
the smoke cloud effect of the spell pyrotechnics.
Destruction The haunt is destroyed by
Associated haunts are haunts that work removing the dagger hidden behind the bricks at
together in some way. The example given here is the back of the fireplace.
a set of three haunts that manifest around the
same fireplace. The Fire Starter haunt attempts to
set the conditions for the Unrepentant Smoker Haunts
haunt, which triggers the Charred Man haunt.
While each of these haunts could also function as
a distinct haunt, they are more effective and
Biting the Hand that Feeds You
dangerous when combined. CR 4
XP 1200
Charred Man CR 7 NE haunt (10 ft. by 10 ft. area near the entrance
XP 3200 of a stable), persistent
LE haunt (10 ft. by 15 ft. area of a room) Caster Level 4
Caster Level 7 Notice Perception DC 16 (to notice the animal
Notice Perception DC 16 (to smell the acrid becoming angry)
smoke beginning to gather) hp 18; Weaknesses slow; Trigger proximity;
hp 14; Trigger proximity or Unrepentant Reset 1 day
Smoker Haunt; Reset 1 hour Effect This haunt targets an animal companion
Effect A swirl of smoke takes the form of a man or a mount with a dominate animal spell (Will
with charred, burning flesh. He glares at you and save DC 14). A dominated animal attacks the
screams wordlessly then strikes out with a nearest PC. The dominated creature continues to
blackened hand doing damage as the spell slay attack for 4 rounds, or until the haunt is
living. If the charred man succeeds with a +5 neutralized, after which the animal behaves

4
slightly confused or frightened by what has armed or armored creature draws near, a pair of
transpired. malevolent eyes suddenly opens inside the helm.
Destruction Destroying the whip on the wall of While the armor does not actually move, a
the shed destroys the haunt. phantom resembling an armor clad warrior steps
forward raising its sword and shield. The
Black Bile CR 4 phantom warrior attacks PCs wearing metal
XP 600 armor first, swinging its sword to hit the armor,
NE haunt (10 ft. by 10 ft. area of a room or hall), but not the flesh beneath.
persistent If the haunt succeeds on a melee touch attack, it
Caster Level 4 does damage as the spell rusting grasp. If none of
Notice Perception DC 10 (to notice movement the PCs are wearing armor, the haunt first attacks
peripherally) metal weapons instead.
hp 18; Weaknesses slow; Trigger proximity; This persistent haunt is vulnerable to damage by
Reset 1 hour non-metal melee weapons and is neutralized if it
Effect A woman in a white nightgown stumbles takes 18 hit points of damage. Otherwise it
towards you holding her hands up to her mouth. persists until none of the PCs wear armor or carry
She heaves once but manages to hold back. Then, metal weapons.
as she heaves again, black bile spurts from her Destruction The haunt is destroyed by casting
mouth. On a successful touch attack she does 2d4 rusting grasp and touching the armor until it
points of acid damage as the spell acid arrow in is useless.
the first round and 2d4 points of acid damage in
the subsequent round. The woman heaves bile a Faithful Phantom Hound CR 8
second and third time on subsequent rounds, XP 4800
possibly at different targets. During the fifth NE haunt (20 ft. by 10 ft. area of the yard)
round the woman crumples to the floor and Caster Level 8
disappears in a puddle of acid. Notice Perception DC 26 (to notice the smell of
Destruction The haunt is destroyed when all the wet dog fur)
food in the house is purified. hp 36; Weaknesses Tricked by hide from
undead; Trigger proximity; Reset 1 day
Chain Haunt CR 7 Effect The sound of sniffing and snuffling alerts
XP 3200 those in the yard to the present of an invisible
LE haunt (10 ft. by 15 ft. cell with chains on the hound. The dog begins to bay loudly in the
walls), persistent surprise round and then to bite (+8 BAB, 2d6+3
Caster Level 7 of damage) for 8 rounds. Otherwise, the phantom
Notice Perception DC 15 (to hear the clinking canine behaves as per the spell mage's faithful
sound of chains sliding across the floor) hound. This haunt is persistent. The phantom
hp 31; Trigger proximity; Reset 1 hour hound vanishes if the haunt is neutralized.
Effect The chains bolted to the wall slither Destruction The haunt can be destroyed by
forward and lash out. The chains attack as per the using speak with dead and charm animals to
spell black tentacles. If the chains succeed on a convince the haunt to depart.
grapple (CMB 12), the manacles close around the
arms or legs of the people they grapple but there Feel My Pain CR 12
are no locks and escape is still possible (CMD 22).
This haunt is persistent. After 7 rounds, the XP 25600
chains fall to the ground. CE haunt (20 ft. by 15 ft. room)
Destruction Removing the chains from the wall Caster Level 12
and melting them down destroys the haunt. Notice Perception DC 30 (to hear a whispering
Breaking the links of chain with a holy weapon voice)
may also destroy the haunt. hp 24; Weaknesses slow; Trigger proximity;
Reset 1 hour
Envious Armor CR 4 Effect A sense of betrayal and loss floods the
target. Hundreds of incoherent images of violent
XP 1200 assaults—the memories of hundreds of tortured
LE haunt (a 10 ft. radius around a suit of armor), spirits—flash through the target's mind
persistent unceasingly, driving them insane as per the spell
Caster Level 4 insanity (Will save DC 20 negates). From that
Notice Perception DC 23 (to notice hints of light point on, the affected creature suffers from a
in the helm) continuous confusion effect, as per the spell.
hp 18; Weaknesses triggered by touch; Remove curse does not remove insanity. Greater
damaged by non-metal melee weapons; Trigger restoration, heal, limited wish, miracle, or wish
touch; Reset 1 week can restore the creature.
Effect This spotless suit of armor appears Destruction The haunt is destroyed when a
unaffected by the passing of time. When any creature is cured of the insanity.

5
Caster Level 4
Notice Perception DC 13 (to notice the warmth
of the handle and the slight smell of smoke)
hp 18; Weaknesses triggered by touch, cold
damage; Trigger touch; Reset 1 hour
Effect When the door is opened, a wall of fire
bursts up blocking passage and causing damage
as per the spell wall of fire. A woman's voice can
be heard from the other side of the flames. The
sheet of flame blocks the entire doorway. Those
on the outside of the room, within 10 feet of the
door, take 2d4 points of fire damage. Those
beyond 10 feet, but within 20 feet, take 1d4 points
of fire damage. This haunt persists and continues
Gurglers CR 3 to damage for 8 rounds or until it takes 20 points
XP 800 of cold damage. If the door is closed, the haunt
CE haunt (15’ radius) pauses and reappears and when the door is
Caster Level 3 reopened until the 8 rounds expires. Unlike wall
Notice Perception DC 15 (to notice a gurgling of fire spells, the flame does not deal double
sound) damage to undead creatures.
hp 6; Weaknesses slow; Trigger proximity; Destruction The haunt is destroyed either when
Reset 1 day someone leaps through the wall of fire despite the
Effect A slowly rising gurgling noise comes from danger or when someone finds the melted locket
the ceiling. A mass of tiny, dark forms scramble on the stone floor (Perception DC 20) and
across the ceiling, down the walls, and across the removes it from this room.
floor and swarm over the targeted creature.
Effect after the haunt vanishes, the targeted Lich’s Lover CR 12
creature continues to hear a constant gurgling
XP 25600
noise and to feel the swarm’s presence destroying
LE haunt (15 ft. by 20 ft. patio)
their mind as a feeblemind spell (DC 17 Will
Caster Level 12
negates).
Notice Perception DC 25 (to notice the scent of
Destruction The haunt is destroyed when it
perfume)
infects the mind of an aberration.
hp 24; Trigger proximity; Reset 1 hour
Effect A woman appears suddenly near the door
Heartstopper CR 8 on one side of the patio and runs, looking over
XP 4800 her shoulder in horror. She stumbles and falls on
LE haunt (10 ft. by 40 ft. room), persistent the steps and then screams in horror and shame.
Caster Level 8 Her scream does 120 points of damage to the
Notice Perception DC 16 (to notice the change in closest living creature as the spell wail of the
the room color before the phantom forms) banshee (DC 23 Fortitude negates).
hp 36; Weaknesses hide from undead; slow; Destruction Destroying the lich also ends the
Trigger proximity; Reset 1 day wailing of his frightened lover.
Effect The room grows grey and fills with
phantom forms. One becomes clearer and more Mumbling Malediction CR 15
perceptible. The figure reaches out suddenly with
XP 51200
two enormous hands and begins to squeeze the
CE haunt (15 ft. by 50 ft. room), persistent
target's heart causing 80 points of damage as the
Caster Level 15
spell implosion (Fortitude save DC 23 negates).
Notice Perception DC 25 (to notice the
After slaying one creature, the phantom appears
mumbling beginning)
beside another and attacks it, continuing for five
hp 67; Weaknesses slow; Trigger sound;
rounds. This haunt is persistent. The phantom
Reset 1 minute
disappears if the haunt is neutralized within five
Effect When anyone speaks in this room, their
rounds.
voice echoes. The echo repeats for longer than it
Destruction Dispel evil must be cast on the still
should and then is replaced by a low mumbling
beating heart in the dark wooden box on the
that begins just quieter than the volume of
bookshelf. The heart darkens and withers
whispered speech. It gradually gets louder. All
immediately once the spell is cast.
those in the room suffer the effects of a
blasphemy spell (DC 20 Will save, partial). The
Hot Handle Haunt CR 4 effects of this spell do not damage undead or
XP 1200 other haunts in effect in this room. This haunt is
NE haunt (5 ft. by 20 ft.), persistent persistent and creatures in this room must make

6
new saving throws every round that they are
unaffected. The haunt persists as long as there
are living creatures in this room. The sound of the
mumbling summons the undead in the adjoining
chambers.
Destruction Sacrificing a living human being in
this room satisfies this haunt for one year. It can
only be destroyed by burning the house and
spreading the ashes over the graves of three
wrongly accused men.

Open Grave CR 8
XP 4800
CE haunt (10 ft. by 15 ft. section of floor)
Caster Level 8
Notice Perception DC 24 (to feel cold air rushing
from below)
hp 36; Weaknesses slow; Trigger location;
Reset 1 week
Effect The floor suddenly disappears revealing a
dark earthen shaft lined with human remains.
Frigid air reeking of the grave blasts from below.
All those in the area are buffeted by the cold wind
and thrown into the air as per the spell reverse
gravity (DC 20 reflex save, see text). The haunt
remains for 8 rounds. Whether the haunt is
destroyed by channelled energy or vanishes at the Although the disturbing image disappears
end of its duration, those in the room fall back to immediately, the target's next sleep is repeatedly
the ground. disturbed by the same phantasmal vision. The
Destruction The haunt is destroyed by moving nightmare prevents restful sleep and causes 1d10
the three bodies in the subbasement to marked points of damage as the spell nightmare (Will
graves. save DC 17 negates). The nightmare leaves the
subject fatigued and unable to regain arcane
Rats in the Walls CR 3 spells for the next 24 hours. The DC of the save is
XP 800 increased by 1 point for every hour the target
N evil haunt (6 inch by 1 ft. by 75 ft. deep wall) spent in the house or inn containing the bedroom
Caster Level 5 in the last 24 hours. This haunt is persistent and
Notice Perception DC 17 (to notice the skittering will continue to intrude on the target’s sleep until
sound of rats within the wall) they successfully make the Will save or until the
hp 6; Trigger proximity; Reset 1 day location of the haunt is identified and the haunt is
Effect Hundreds of diseased rats are summoned neutralized.
from the tunnels in the subbasement as per the Destruction The haunt is destroyed by casting
spell summon swarm. They scurry up the inside dispel evil on large mirror in the corridor.
of the wall and then burst through a gaping hole
into the room. The swarm is real but defeating Scrawl CR 3
the haunt in the surprise round can avert its XP 800
attack before the rats reach the room. LE haunt (5 ft. by 15 ft. area of room and wall)
Destruction This haunt can be destroyed by Caster Level 3
flooding the tunnels under the house, driving out Notice Perception DC 10 (to see the pattern
the rats. beginning to form)
hp 6; Trigger proximity; Reset 1 day
Restless Sleep Haunt CR 8 Effect A thin glowing line spins and swirls
XP 4800 forming a complex pattern upon a section of wall.
LE haunt (20 ft. by 10 ft. bedroom), persistent It appears to be a text of some sort but it is not
Caster Level 8 immediately understandable. If anyone attempts
Notice Perception DC 17 (to notice the distorted a linguistics check to read the text, the scrawl
reflection) releases a burst of negative energy causing 6d6
hp 12; Trigger proximity; Reset 1 day points of damage to anyone as per the spell
Effect The target, passing a reflective surface, explosive runes. Those reading the text take full
catches a brief, barely perceptible glimpse of a damage. Those within a 10 ft. radius of the runes
pair of worm eaten hands circling their throat. can make a Reflex save for half damage (DC 14).

7
Destruction The scrawl itself remains burnt
into the wall even after the burst of negative
energy (It fades within 1 day and resets). Anyone
who succeeds on a Linguistics check (DC 25) to
read the scrawl now destroys the haunt.

Shadowmaker Haunt CR 6
XP 2400
LE haunt (10 ft. by 15 ft. room)
Caster Level 6
Notice Perception DC 20 (to notice the shadows
around any recent dead sink slowly into the floor)
hp 12; Weaknesses requires a newly dead
corpse; Trigger proximity; Reset 1 day
Effect The concentration of negative energy in
this room transforms the newly dead into undead
shadows as the spell create greater undead. This
haunt only activates if a living creature dies in
this room or is brought into this room shortly
after death. The shadow rises one hour after the
haunt activates.
Destruction Casting undeath to death in this
room destroys the haunt.

Spinning Spiders CR 3
XP 800
NE haunt (5 ft. by 15 ft. area of room along a wall)
Caster Level 3
Notice Perception DC 15 (to notice the shadows
taking the shape of spiders)
hp 6; Trigger proximity; Reset 1 week hauntings, a fount of wisdom about them, and
Effect A breeze flows through the room causing quite fearless.
the chandelier to spin, casting shadows that He does not consider himself to be an adventurer,
dance around the room. When some of the yet he often finds himself assisting those who
shadows stop dancing, 1d3 giant spiders emerge travel in places only the dead dare tread,
from a shadow upon the wall. The spiders behave particularly if there is the opportunity to gather
as if summoned by the spell shadow conjuration knowledge for his library.
(Will save DC 17). Although the haunt is
contained to the area of the room next to the wall, Pers Veilborn CR 4
the summoned spiders can move anywhere in the
Male halfling divine channeler 5
room.
NG Small humanoid (halfling)
Destruction Casting sunbeam on the chandelier
Init +4; Senses Perception +9
three times in one day will destroy the haunt.
Aura Good

An NPC for Ghost and Haunt Defense


Hunting Adventures AC 13, touch 11, flat-footed 13
(+2 armor, +1 size)
Pers Veilborn, a faithful devotee of the goddess of hp 32 (5d8+10)
knowledge and death, has the most complete Fort +8, Ref +3, Will +9 (+2 vs. fear)
collection of texts devoted to the restless dead in
Questhaven. His ‘library’ is open to any for a Offense
small fee, but, as the building that houses it is Spd 20 ft.
rumored to be haunted, it is rarely visited by any Melee +1 quarterstaff +5 (1d4+1)
except those already troubled by hauntings or Ranged sling +4 (1d3)
well-prepared ghost hunters.
Special Attacks channel positive energy (3d6,
Pers’s willingness to be a portal for his deity’s will DC 15, 6/day), combat channeling effect (final
is shown in his ability to channel positive energy blade), combat channeling effect (serpent's bite),
at hauntings. He’s also quick to recognize critical channeling +1d6, major channeling effect
(calm the spirits), major channeling effect (gentle
slumber), major channeling effect (meeting of the
minds), major channeling effect (scholars’
8
whetstone), minor channeling effect (quick make more attacks of opportunity during a round
scribe), minor channeling effect (rest in peace), than they would normally be allowed.
turn undead Major Channeling Effect (Calm the
Spells Prepared (CL 5th) Spirits) (Su) Pers can, as a standard action, utilize
2nd—consecrate D, detect thoughts D, gentle one of his uses of channel energy to dismiss any
repose D ghosts within the range of his channeling. A ghost
1st—deathwatch D, detect undead, comprehend struck by this effect must make a Will save or else be
languages D dispersed for a number of days. Ghosts take a –3
0—guidance, mending, read magic penalty to their save. Those that fail their save
D Domain spell; Domains Knowledge, Repose cannot manifest again for 1d4 days.
Major Channeling Effect (Gentle
Tactics Slumber) (Su) Pers can, as a standard action, use
Before Combat Pers casts detect undead when one of his uses of channel energy to cause three hit
expecting to encounter a haunt. dice of creatures within the range of his channeling
During Combat Until Pers knows whether he is to fall asleep for 1d4 minutes. Creatures with fewer
dealing with a haunt, a ghost, or another form of hit dice are affected first. The targets are allowed a
incorporeal undead, he channels positive energy. single Will save to negate. If no creatures within
If dealing with a ghost, he uses calm the spirits. If range of his channeling are subject to the effect, the
dealing with undead, he prefers to turn them in channeling use is still used.
order to better prepare his colleagues. Major Channeling Effect (Meeting of the
Morale Pers prefers to flee, gather information, Minds) (Su) Pers can, as a standard action, use one
and prepare someone else to do the fighting. He of his uses of channel energy to create a field of
operates under the philosophy that haunts and mental connectivity, allowing all affected to
undead are not generally in a hurry. communicate telepathically for one hour. He may
create such a connection between three people.
Statistics Those affected must initially be within the range of
Str 10, Dex 10, Con 14, Int 12, Wis 13, Cha 16 your channeling but can afterward travel up to 100
Base Atk +3; CMB +2; CMD +12 feet from each other without breaking the
Feats alertness, improved initiative, iron will connection. He may exclude himself from the mental
Skills Acrobatics +4, Climb +4, Knowledge connection, if desired. Those linked telepathically do
(history) +7, Knowledge (nobility) +7, Knowledge not have to share a common language to
(religion) +7, Perception +9, Profession communicate effectively with each other for the
(librarian) +9, Sense Motive +9, Stealth +4 duration of the link.
Languages Common, Elven, Halfling Major Channeling Effect (Scholars’
SQ aura Whetstone) (Su) Pers can, as a standard action,
Combat Gear cloak of resistance +1, leather use one of his uses of channel energy to sharpen the
armor, potion of hide from undead (2), +1 intellect of all those within range of his channeling
quarterstaff, sling with 10 bullets; Other Gear for an hour. All those affected gain a sacred +3 bonus
Three Books: Hauntings of Ship and Shore, to all Knowledge skill checks.
Haunted Houses of Evocative City, Minor Channeling Effect (Quick Scribe)
Understanding Haunted Objects (these three (Su) Pers can, as a standard action, utilize one of his
tomes provide a +2 bonus to all Knowledge uses of channel energy to copy the non-magical
checks pertaining to hauntings) contents of three pages onto a three blank pages.
Minor Channeling Effect (Rest in Peace)
Special Abilities (Su) Pers can, as a standard action, utilize one of his
uses of channel energy to bless one or more corpses.
Combat Channeling Effect (Final Blade)
He can use this effect in one of two ways. Firstly he
(Su) He can, as a standard action, employ one of his
can use the effect to three corpses and bless them all,
uses of channel energy to charge the weapons of
provided they are all within the range of his
those within range of his channeling with death
channeling. Corpses that have been so blessed
dealing properties. When a weapon affected by this
cannot be easily animated. Anyone attempting to
effect deals a blow that would move the target's hit-
animate a blessed corpse must make a caster level
points below 0, the weapon deals an additional 2d6
check to do so. Such checks must be made for each
points of damage. This effect lasts three rounds.
individual corpse. Failure means the spellcaster may
Combat Channeling Effect (Serpent's
not attempt to animate the same corpse again.
Bite) (Su) Pers can, as a standard action, use one of
Alternatively, he can target a single corpse within the
his uses of channel energy to give combatants within
range of his channeling—one he knows to have been
the range of his channeling an insight into the
slain by a spawning undead (such as ghouls, shadows
movements and rhythms of their opposition for three
and vampires). By blessing such a corpse, there is a
rounds. All those affected by this effect may make an
30% chance that he prevents the corpse from
attack of opportunity when an opponent takes a five-
foot step that would not normally provoke such an reanimating as usual.
attack. This effect does not allow those affected to

9
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