First off, I absolutely love the picture of Pandora opening the box on the cover. It is an excellent bit of art and sets the tone for the remainder of the product. Once again, this newest addition to the #30 series has all those little touches which delight the reader, whether the contents are ever used in a campaign or not. I do recommend, though, that you find a way to add these haunts in your game. Just as with the Haunts for Ships and Shores, I intend to find a way to include some of these in my game, though I will have to include a side-trek adventure to do so.
As has become tradition, this addition to the Haunts series includes an in character discussion which is entertaining for the game master. In this is a note, which could be provided to players whole or in pieces as a prop for an adventure. What follows is a brief set of notes on types of haunts in this booklet, the most interesting one being the Gaze-Triggered haunts, which add to the types of haunts listed in the Pathfinder Roleplaying Game: GameMastery Guide. This type of trigger makes it more difficult for cautious PCs to avoid and thus more interesting to me as a GM.
What follows are a series of 27 Haunts of varying difficulties from CR 1 to CR 9, some of which are associated with one another. I need to find a way to add “The Cruel Crop” and “The Determined Device” as well as a number of others which are not really very dangerous for my players, but will add some fun to otherwise ordinary encounters. “The Fascinating Flute” is another one that I want to include, if only because flutes have become somewhat of an in-joke amongst my players. Any chance I get to personalize adventures for my players I will take. Short of actually designing adventures around them (something I have limited time to do), using things like these haunts is the next best method.
There is a series of associated haunts which go specifically with the letter hand out at the beginning of this booklet. The Temple of the Worm God is in fact a mini-adventure and could be used to spice up an otherwise boring over-land trek through farming communities from one adventure site to another. This includes short background story and 4 haunts of CR 10 to CR 11. I love to surprise my players with something they were not expecting and the Temple of the Worm God does this well.
As in the rest of the #30 series by Rite Publishing, Trevor’s prose is fun to read. These haunts for objects do an excellent job of making an otherwise mundane scene more interesting for both GMs and players alike. I can see my players becoming wary of any object they might come across as a result of this book. Only a few such instances of a haunted object and months, perhaps years, of cautious behavior and entertainment for all could result. I can’t wait to spring these on my players.
Excellent layout, interesting art and wonderfully well-written and designed haunts receive 5 of 5 stars.
[5 of 5 Stars!]