07-25-2015, 04:35 PM | #1 |
Join Date: Dec 2014
Location: Seattle, WA
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[Monster Hunters] Haunts & RPM
I've decided to turn up the horror in my ongoing Monster Hunters campaign, so I'm going to run a haunted house adventure. I know that one of the supplements I have (I want to say GURPS Horror, but it could be one of the MH series) discusses haunted locations, but I'm interested to hear other GM and player experiences with haunts - especially concerning magic. My concern is that the whole adventure can be solved with judicious application of Greater Destroy Crossroads (or Undead, or Spirit, etc.)
Anybody have any good tips, or just good stories? |
07-25-2015, 04:48 PM | #2 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Monster Hunters] Haunts & RPM
A few ideas:
1. Have the spirit a free roamer, not actually tied to the house. This means you actually have to trap the spirit before it can be banished/destroyed. 2. The haunting is really a cry for help from a beloved relative of one of the party members! 3. Multiple spirits having their own Halloween bash party. Just because you destroy/banish one doesn't mean you got them all . . . in fact, you may have just ****** the rest off! Have fun!
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07-25-2015, 10:21 PM | #3 |
Join Date: Sep 2004
Location: Canada
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Re: [Monster Hunters] Haunts & RPM
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07-25-2015, 10:52 PM | #4 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Monster Hunters] Haunts & RPM
Two things to do:
First, keep the heroes working on what exactly the 'haunting' is? a ghost? a cursed item? an insubstantial demon? get creative here. Second, crank the numbers up so its a proper challenge for a hunter, and make sure there are consequences for failing.
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07-26-2015, 12:13 AM | #5 |
Join Date: Jun 2006
Location: On the road again...
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Re: [Monster Hunters] Haunts & RPM
Or, in the words of Samuel L. Jackson to John Cusack, "It's an evil [BLEEP]ing room," in which case, Greater Destroy Crossroads/Spirit/Undead is probably useless . . . particularly when things start to go bonkers the moment you close the door.
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
07-26-2015, 12:29 AM | #6 |
Join Date: Dec 2014
Location: Seattle, WA
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Re: [Monster Hunters] Haunts & RPM
This is actually quite pertinent. I don't think I want to completely abolish magic in the house, but it needs to be harder to cast and/or have serious(er) consequences for failure. What would y'all advise? Just a flat penalty to gather energy inside the house?
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07-26-2015, 12:43 AM | #7 | |
Join Date: Jun 2006
Location: On the road again...
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Re: [Monster Hunters] Haunts & RPM
Quote:
This could be a steady stream of skill checks as the caster tries to cast while being attacked every 5 seconds/minutes. A Dodge roll could force a casting check with a penalty (say, -1 for each subsequent Dodge attempt in the casting, and maybe a flat -3 if he tries to concentrate while getting attacked without defending?). Also, the ambient energy drawn while in the house could be flavored with its own quirks, possibly even aspected to a particular Path or element, which may or may not be useful for the needed spell(s).
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"Life ... is an Oreo cookie." - J'onn J'onzz, 1991 "But mom, I don't wanna go back in the dungeon!" The GURPS Marvel Universe Reboot Project A-G, H-R, and S-Z, and its not-a-wiki-really web adaptation. Ranoc, a Muskets-and-Magery Renaissance Fantasy Setting |
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07-26-2015, 02:21 AM | #8 |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: [Monster Hunters] Haunts & RPM
I've got a bit to say here, but I'm exhausted right now. I'll get back to you. For now, check out "Safe as Houses" in Pyramid #3/58: Urban Fantasy II. I talk about haunted houses a bit and how they might come about using my Threshold-system. (You might find my Designer's Notes for this article useful as well.)
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07-26-2015, 12:07 PM | #9 | ||
Join Date: Sep 2004
Location: Canada
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Re: [Monster Hunters] Haunts & RPM
Quote:
Quote:
I'd also note that the haunted house is probably desecrated ground, certainly not consecrated. That right there is going to make things tricky.
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07-26-2015, 06:05 PM | #10 |
Hero of Democracy
Join Date: Mar 2012
Location: far from the ocean
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Re: [Monster Hunters] Haunts & RPM
I was thinking about this, and a scenario popped into my head. The basic idea is that the house isn't a fortress, its a prison. Something REALLY nasty was imprisoned there by a powerful wizard. The thing is leaking out of its prison and that's what's causing the haunting. Careless adventurers will just damage or destroy the prison if they go throwing around spells willy-nilly.
I'm considering a full write-up...
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gm help, monster hunters |
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