Haunts, first introduced in the GameMastery Guide, are a fascinating option for GMs to keep in their toolboxes. Mechanically they are very similar to traps, but in flavor they are more similar to undead. Haunts allow a GM to add significant spookiness to an area, and give that atmosphere important in-game effects. It’s one thing to tell players the walls of an old crypt are bleeding, and quite another when the blood is accompanied by a horrific shriek and you inform the players they each need to make a save against fear. However, like any new rules system, haunts could only receive so much support when first introduced.
The Genius Guide to Horrific Haunts is designed to expand the options available to a GM who wishes to employ haunts, offering a bit of advice on the effective use of haunts, provide a few new options that can be applied to any haunt, and give a few new ready-to-go haunts for a GM to add immediately to a campaign.