Monday, October 23, 2017

Three Nights of the Werewolf

Here's another random table to help spur adventure ideas (or subplots for adventures). With this one, you determine which among a group of citizens in a village is a werewolf, which are the monster's victims, and what is motivating it (aside from bloodlust).

Art by Pablo Marco

THREE NIGHTS OF THE WEREWOLF
By Steve Miller

This plot generator is here to help you build an exciting horror scenario for your roleplaying campaign.

First, 20 character tags are listed, the list of suspects/possible werewolf. Then there are a series of questions seven questions. Roll 1d20 against the list of characters for each question to generate the plot surrounding the werewolf.

THE CHARACTERS
1. The Consulting Detective
2. The Debutante
3. The Baroness
4. The Baron
5. The Butcher
6. The Night Watchman
7. The Attractive Gypsy Woman
8. The Handsome Gypsy Man
9. The Inn Keeper
10. The Preacher
11. The Gameskeeper
12. The Retired Army Officer
13. The Farmer
14. The Farmer's Daughter
15. The Hermit
16. The Town Drunk
17. The Historian
18. The Libertine
19. The Mysterious Foreigner
20. The Widow


A. WHO IS THE WEREWOLF?
B. WHO IS THE FIRST VICTIM?
C. WHO IS THE SECOND VICTIM?
D. WHO DOES THE WEREWOLF LOVE AND WISHes TO MAKE INTO A FELLOW CREATURE OF MOON?
E. WHO DOES THE WEREWOLF HATE (and try to frame as being the werewolf)?
F. WHO IS THE FINAL VICTIM (whose death scene will contain a clue to the werewolf's true identity)?

Note: If you roll A, B, or F, more than once, the victim rises from the dead as a ghoul and attacks the player characters--either on its own or during a confrontation with the werewolf. Roll the question again, until you get a different result.

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Wednesday, October 4, 2017

Why does the mummy walk?

A random adventure idea generator for your horror RPGs! (For a more complex tale, roll twice on the "Why Does the Mummy Walk?" table. There can be one mummy with multiple motivations or two different mummies (or one fake mummy and one real mummy) shuffling along in the shadows.)



WHO IS THE MUMMY THAT WALKS? (Roll 1d12 and consult the list below).
1-3. A priest (or priestess) cursed by the gods for betraying vows.
4-6. A prince (or princess) cursed for betraying a spouse or lover.
7-12. A wizard (or sorceress) cursed for protecting a spouse or lover.


WHY DOES THE MUMMY WALK... AND KILL?! (Roll 1d12 and consult the list below)
1. It has sensed the reincarnated spirit of a loved one, and wishes to be reunited.
2. It wants to protect a person (whose mummy is also present, or is nearby, alive and reincarnated) it cared about in life.
3. It wants to recover an object it valued in life.
4. It wants to avenge the defilement of the tomb.
5. It has been awakened by a spell and is being commanded by the caster.
6. It has been awakened by a spell and is seeking the caster in order to gain its total freedom (and immortality).
7. An accidentially triggered enchantment awakened it, and now its gathering the components for a ritual that will grant it immortal life.
8. It is a guardian who is protecting an item that is in a different museum.
9. The Stars Were Right, and it is has awakened to bring together cultists and unleash the Black Pharaoh upon the world.
10. It seeks to trigger the Zombie Apocalypse.
11. An ancient curse has caused mummies world wide to reanimate and go on murderous rampages.
12. It doesn't. It's a hoax, carried out by the (1-3 museum curator; 4-6 disgruntled Egyptologist; 7-9 tabloid reporter; 10-12 creepy ex-cop turned insurance fraud investigator) in order to (1-3 drum up publicity; 4-6 cover up murders; 7-9 cover up a theft of an ancient artifact; 10-12 distract from a ritual that will awaken another mummy for real).