Haunts are great! They are part traps, part undead, but more interestingly, they are useful to create an atmosphere and tell a story. The haunts contained herein are well crafted and all have nice background that can generate a short adventure or be a ppart of a greater story. We even get a haunted location, The Temple of the Worm God that could the center of an adventure in itself. The background details are abundant.
All the haunts in this book are narrative gold and will help a GM craft interesting haunted locales.
[5 of 5 Stars!]