Showing posts with label Bryan Baugh. Show all posts
Showing posts with label Bryan Baugh. Show all posts

Friday, October 1, 2021

What happens if you say 'Bloody Mary' three times?

The urban legend is that if you say Bloody Mary by candlelight in front of a mirror three times, she appears. But what happens when she does? Use the random tables below to find out, if the PCs in your game decide they want to tempt Fate during the Halloween Season. (The table can either be used every time it's done, or used to decide a constant result.)

We've tried to make this as general a game supplement as possible. GMs will have to interpret what's here in the context of whatever RPG system they will be using this content in.


Katy

WHAT HAPPENS WHEN YOU SAY "BLOODY MARY"? (Roll 1d6)
   1. A ghoul with 10 times the normal amount of hit points materializes and attacks the foolish person who summoned it, as well as anyone who tries to intervene. After the summoner is dead, the monster disappears, taking the summoner's tongue with it.
   2. An angry ghost manifests and attacks the foolish person who summon it, as well as anyone who tries to intervene. After the summoner is dead, the ghost will grant one person present (who is still alive) a wish.
   3. A powerful demon appears. It demands that anyone present answer three questions truthfully; they will be questions relating to some dark secret the person harbors, often something they wouldn't want others present to know. In return, it will reveal three secrets kept by a single other person the summoner asks about. If anyone lies to the demon, it attacks the summoner and anyone who tries to intervene. After three rounds of combat, it returns to the mirror and drags the summoner to Hell.
   4. The candles are suddenly and mysterious extinguished, but otherwise nothing seems to happen. In truth, the summoner has been magically replaced by an evil doppelganger that sets about destroying everything the summoner loves, even to the point of murdering his or her friends or family. The summoner is trapped in a mirror-space between dimensions, but can be freed if the ritual is performed again. This is only a temporary fix, though: The evil doppleganger must be captured and killed in front of a mirror before 13 hours have passed. Otherwise, the summoner shatters into a million tiny mirror shards and is dead forever.
   5. A Bloody Mary cocktail (complete with a celery stalk standing in it) appears in a skull-shaped glass. The glass dissolves into vapor once the drink has been consumed. Roll again on "HOW WAS THE BLOODY MARY?" below.
   6. Roll on "IT SEEMS LIKE NOTHING HAPPENED, BUT..." below.


HOW WAS THE BLOODY MARY?
(This table can also be used if characters are just ordering the cocktail.)
   1-2. It's as if the Goddess of Cocktails made it herself. Perfection!
   3-4. It's okay. You've had better.
   5. It's what you imagine fermented menstrual blood from a leprous witch with a yeast infection would taste like.
   6. It tastes great, but those who drink it start feeling sick soon after. The illness lasts for 1d6+6 hours.


Art by Bryan Baugh

IT SEEMS LIKE NOTHING HAPPENED, BUT... (Roll 1d6)
   1. A massive curse has been unleashed within a 1,000-mile radius of where the ritual has been performed: Zombies are animated and killing the living, making more zombies. To stop the world from being overrun by zombies, the PCs will need to find Bloody Mary's body and put her to rest once and for all.
   2. The summoner is stalked by a shadowy figure which he or she sees peeking through windows or lurking behind him or her in reflections...but the figure can never be caught or spotted by others. There always seems to be someone moving around in the next room from the summoner, or just around the corner, but no one is ever there when it is checked. The stress disrupts the summoner's sleep, ability to concentrate and function normally. Eventually, the summoner begins to lose his or her mind. The curse can be reversed by the character performing the ritual again, causing the shadowy figure to manifest and attack. The shadowy figure has the same stats as the summoner. No one other than the summoner can hurt or be hurt by the shadowy figure.
   3. The summoner becomes a magnet for maniacs that become obsessed with him or her, believing that they are destined to be soulmates. 1d6+2 of these "admirers" begin stalking the summoner threatening those he or she really loves, trying to drive wedges between the summoner and them, and otherwise trying to force the summoner to love them and only them. The "admirers" will eventually try to kill those the summoner really cares (and even casual encounters the summoner may have) about and even the summoner. This curse continues until either the summoner or the "admirers" are dead.
   4. The summoner (and any other characters within a 30-foot radius when the ritual is performed) are transported into the world that exists beyond the mirror and in-between moments. Everything initially seems normal, but the summoner and others brought into the weird realm soon realize they are in a place where time does not appear to pass and monsters lurk everywhere. They must find their way to Bloody Mary's lair and force her to let them go home.
   5-6. A long-time friend of the summoner is brutally murdered and witnesses claim they saw the summoner casually leave the site, covered in blood. There is no other evidence, but 1d6 days later, someone else in the summoner's life is murdered. Bloody Mary reveals herself to the summoner, appearing like a haggard version of him or her, and states that people around the summoner will continue to die until he or she kills him-or herself. The only other option is to catch Bloody Mary between two mirrors and causing her reflections to implode.


--
For a great bit of Bloody Mary inspiration, click here to check out the short film starring Katy Ford (seen in the image at the top of this post) over at Terror Titans.

Tuesday, July 9, 2019

The Mystery of Becker's Pond

People are vanishing in the woods near Becker's Pond. Why? How? You and the player characters in your roleplaying game campaign can find out in a scenario inspired by an illustration by Bryan Baugh that you can create based on a randomly generated outline.

How do the Player Characters Become Involved (Roll 1d6)
  1-2. They hear rumors of strange happenings near Becker's Pond.
  3-4. A friend asks them to find a loved one who has disappeared near Becker's Pond.
  5-6. They hear a friend has vanished near Becker's Pond.

How Many Disappearances Once the PC's are Involved? (Roll 1d6)
  1-2. 1d2+1 results off "Who Vanishes First", the proceed to "Who Vanishes Next?".
  3-4. 1d3+2, with "Who Vanishes First" checked once, then "Who Vanishes Next?" once, then the rest on "Who Vanishes First".
  5. Alternate between "Who Vanishes First?" and "Who Vanishes Next?" until a result is duplicated on the "Who Vanishes Next?" table, or the player characters are attacked.
  6. Check "Who Vanishes First?" twice, then roll on "Who Vanishes Next?" until a result is duplicated or the PCs are attacked.

Who Vanishes First? (Roll 1d6)
  1. 1d3+1 skinny dipping teenagers.
  2. 1d2+1 fishermen.
  3. 1d3 hunters.
  4. 1d3+1 bird watchers.
  5. 1d2 couples at Makeout Rock.
  6. 1d2 hikers.

When Do People Disappear? (Roll 1d6)
    1-2. Middle of the night.
    3. Shortly before sunrise.
    4. Shortly after sunset.
    5. During the daytime.
    6. No predictable time. Roll on this table each time a disappearance is to occur in order to determine when the next one happens. Ignore and reroll additional results of "6".
.

How Long Between Disappearances? (Roll 1d6)
  1-2. 1d6+4 days.
  3-4. 1d6+1 days.
  5. 1d+6 hours.
  6. Roll after each disappearance to determine when the next will happen.

Who Vanishes Next? (Roll 1d6)
  1. The local conspiracy theorist.
  2. The minister's daughter.
  3. The Instragram model.
  4. 1d2 hunters.
  5. 1d4+1 frat boys.
  6. The player characters are attacked, either a single individual or as a group. If they lose the fight, they are among the vanished. (Player characters investigating the pond are the ones attacked. If none are investigating the pond, the smallest group of them that are together are attacked. Roll on "What is Responsible for the Disappearances?" to see what attacks the player characters.)

What Is Responsible for the Disappearances? (Roll 1d6)
  1. A creature that's escaped from the secret lab of a man scientist (use earth elemental stats).
  2. The vengeful spirits of two bullied teens who drowned themselves in Becker's Pond in a suicide pact have returned to exact revenge (use wraith stats)
  3. A cult of devil worshipers (1d6+1 together at any given time--unless their numbers are reduced through combat with the PCs and/or having been arrested; total of 13 cult members).
  4. Space aliens have a secret base underneath the pond. The vanished people are being subjected to hideous experiments.  (Vanished victims are still alive and may be rescued if the PC's enter Hell if a 1 is rolled on a six-sided die. Roll for each victim.)
  5. Pollution in the pond has coalesced into a monster that is oozing from it in search of prey (use water elemental stats).
  6. A gate to Hell has opened in the pond. Victims are being seized by demons and dragged into the underworld. (Vanished victims are still alive and may be rescued if the PC's enter Hell if a 1 is rolled on a six-sided die. Roll for each victim.)

How Can the Disappearances Be Stopped? (Roll 1d6)
  1-2. The evil must be destroyed.
  3-4. The powerful international conspiracy that is truly behind the disappearances must be exposed.
  5. The pond and forest must be cleansed with the magic generated by two Native American artifacts when they are brought together.
  6. Atlantean druids must bless the pond and forest around it. And then the evil must be destroyed.

Wednesday, December 12, 2018

The Santa Slayings

Here's a Christmas Season-appropriate random mystery/horror adventure outline generator that was inspired by a combination of a drawing by Bryan Baugh and a spooky version of "Carol of the Bells" by rock group Halocene. (The video and song can be enjoyed at the bottom of this post.)


THE SANTA SLAYINGS
The beautiful people are being hacked to death with an axe and various objects associated with Christmas are left scattered about the bodies. Witnesses report a decidedly non-jolly, white bearded man has been spotted near each of the murders. Can the heroes stop the slaughter before the happy goes completely out of the holidays for everyone?


WHEN DO THE MURDERS START? (Roll 1d6)
   1. July 24 ("Christmas in July")
   2-3. November 20.
   4-5. December 12 ("The 12th Day of Christmas")
   6. December 25 ("The 12 Days of Christmas")

WHO IS KILLED? (Roll 1d6)
   1. A Family (Mother, Father 1-6 children)
   2. Drunken Partiers (1d6+1 Guys, 1d6+1 Girls)
   3. Sexy Santas (1d6 Girls, 1d6-1 Guys)
   4. Church Choir Members (2d6 Guys, 2d6 Girls)
   5. Toy Company Executives (1d6)
   6. Activists (1-3 Pro Christmas, 1d6 killed; 4-6 Anti Christmas, 1d6 killed)

HOW OFTEN DOES THE KILLER STRIKE? (Roll 1d6)
   1. Every 1d6 hours.
   2. Every 2d6 hours.
   3. Every other day until 12 days have passed. He then goes quiet until next Christmas.
   4. Every third day until 12 days have passed. He then goes quiet until next Christmas.
   5. Every third day until stopped.
   6. The strikes three times, 2d6 hours between killings. He then comes for the player characters.

WHO IS KILLED NEXT?
   Roll 1d6 on the WHO IS KILLED table each time the killer strikes. There are 1d6-1 survivors who describe the killer as "Santa Claus."

WHO IS THE KILLER, AND WHY DOES HE KILL? (Roll 1d6)
  1-2. A Psychopathic Mall Santa Who's Blossomed into a Serial Killer Who Hates Those Who Love Christmas.
   3-4. An Insane Religious Fanatic Who Punishes Those Who Aren't Keeping Christmas Holy.
   5. A Demon Who Was Accidentially Summoned By a Church Group Who Was Praying for God to Punish Those Who Don't Observe the Proper Christmas Spirit. (They were actually the first victims, and the party may discover this during their investigation.)
   6. It's Santa Claus Who Has Snapped and Decided That Anyone Who Is Naughty Must Die.

HOW IS THE KILLER STOPPED? (Roll 1d6)
   1. By making him understand the meaning of Christmas, so he will willingly be brought to justice.
   2. By killing him.
   3. By cornering him and forcing him to surrender to be brought to justice.
   4. By killing him.
   5. By performing a magical ritual involving milk and cookies that will calm the murderous creature and make him regret what he has done and allow him to return to his . (Works only on the Demon and Santa.)
   6. By killing him.




Thursday, November 22, 2018

Who's Poisoning American Vegans?

Here's a random adventure outline generator ripped from the headlines! Roll on the following tables to generate the skeleton of a mystery adventure for your player characters in a modern-day or near-future setting to solve.

THE VEGAN DEATH CONSPIRACY
The Center for Disease Control (CDC) has warned all Americans to not eat Romaine lettuce, citing a severe danger from e.coli. But is that all there is to it? Are people being sickened from supposed e.coli bacteria just the beginning? It's up to the player characters to investigate and get to the bottom of the mystery... only they can learn if there's a hidden hand and agenda behind the outbreak, or if it's just one of those things.

OPTIONAL: HOW DOES THE PARTY GET INVOLVED? (Roll 1d6)
   1. It's their job; they are investigators for the CDC.
   2. It's their job: they are reporters for the Weekly Weird News.
   3. It's their job; they are investigators for the Kolchak Institute of Paranormal and Cryptid Research
   4. A loved one of a party member, who was a Vegan, died from a mysterious ailment that resembled an e.coli infection.
   5. A one-time foe (1-3)/old friend (4-6) contacted them about having discovered a monstrous conspiracy and he wanted to them about it. When they arrive where they were to meet him, they find his dead body, half-eaten. An autopsy shows his internal organs and veins were strangly swollen. Go  to WHAT IS THE VEGAN DEATH CONSPIRACY.
   6. Roll two more times on this table, ignoring and rerolling results of 6 and duplicated results. Both reasons apply.

IS THERE A CONSPIRACY TO POISON LETTUCE? (Roll 1d6)
   1-4. Yes. And more. Go to WHO IS BEHIND THE VEGAN DEATH CONSPIRACY.
   5-6. No. Go to WHAT IS THE REAL REASON LETTUCE IS MAKING PEOPLE SICK.

WHO IS BEHIND THE VEGAN DEATH CONSPIRACY?
(Roll 1d6)
Whatever result is indicated below, people who eat some green leafy vegetables (like lettuce) are falling ill, those who eat lots of the stuff are being poisoned, and those who live entirely off vegetables are dying in a horrible fashion: their internal organs and blood veins swell and they develop a high fever that cooks their innards even as they are crushed against their own skeleton.
   1. A rogue element within the U.S. government is testing a bio-weapon by spraying it on green leafy vegetables. When it reaches critical mass in the person's body, they die an agonozing death.
   2. As above, except its terrorists backed by Iran (1-2)/North Korea (3-4)/Russia (5-6) spreading the bio-weapon.
   3. A demon cult has been selling plants and seeds infused with demonic to American farmers through Morning Glory Agriculture, and the souls of those who eat too much of the tainted greens are immediately damned to Hell.
   4. As above, except Morning Glory Agriculture is a front for the extremist group Stop Plant Abuse Today. They hope to scare Vegans into eating fewer fruits and vegetables.
   5. Morning Glory Agriculture's genetically modified romaine lettuce is killing people. The company is working on a solution, and in the meantine, they will want to silence anyone who discovers what's going on. Including the player characters.
   6. Venusian are in the final stages of preparing to invade and take over Earth. They are testing ways to turn Earthlings into the perfect food source... and they like the taste of the pure Vegan flesh.

Artwork by Bryan Baugh

WHAT IS THE REAL REASON LETTUCE IS MAKING PEOPLE SICK?
(Roll 1d6)
1-2. It's e.coli, plain and simple. Sometimes shit happens.
3-4. An alien strain of lettuce has arrived on Earth via a meteor, and those who eat too much of it will become AstroZombies!
5-6. Roll on WHO IS BEHIND THE VEGAN DEATH CONSPIRACY, because, contrary to appearances, there IS a conspiracy to kill American Vegans. Just as the party thinks they've figured out it is indeed just a massive e.coli outbreak, they are given information that hints at the conspiracy.

Monday, November 19, 2018

The Curse of the Watery Shroud

Here's another series of random tables to let you generate the outline for an adventure that was partly inspired by a drawing from Bryan Baugh.

THE CURSE OF THE WATERY SHROUD
The Whitehead family has been suffering under a curse since 1688 when the Angelina, the eldest daughter of Lord Elwyn Whitehead drowned mysteriously in water overflow tunnels beneath Castle Whitehead on what was both her 17th birthday and the celebration of her betrothal. Ever since then, if the eldest daughter of the Whitehead family has been unmarried on her 17th birthday, she has come to a tragic end by drowning.

This curse last asserted itself in the Spring of 1918, and it was ruled an accident. Now, just over 100 years later, another girl carrying the Whitehead family blood, Ashley Whitehead, has died in the waterlogged tunnels under Castle Whitehead. Is the curse real? And if so, what's behind it? Can the player characters solve the mystery and save a life... because Ashley's twin sister Emily has yet to fall victim to the curse!



OPTIONAL: HOW DOES THE PARTY GET INVOLVED? (Roll 1d6)
   1. They are friends of Emily.
   2. There were friends of Ashley.
   3. They are hired by the family to figure out what happened and save Emily.
   4. They are brought in by a contact in law enforcement.
   5. A contact in the paranormal investigation community asks the party to solve the mystery.
   6. One of the characters is a distant relative of the Whitehead family, and there have been mysterios deaths of teenaged girls in his family as well.


IS THE CURSE REAL? (Roll 1d6)
   1-3. Yes. Got to WHAT IS THE NATURE OF THE CURSE
   4-6. No. Go to WHO KILLED ASHLEY


WHAT IS THE NATURE OF THE CURSE? (Roll 1d6)
   1-2. Angelina committed suicide to avoid her forced nuptials. Ever since, her restless and bitter spirit is killing to stop other Whitehead girls from having the happiness she never did.
   3. Angelina was murdered by a jealous and jilted suitor whom she managed to kill even as he murdered her. His restless and evil spirit has been hunting and killing Whitehead girls ever since.
   4. Angelina hated the man she was being forced to marry. She conducted a dark ritual that called for a water demon, but instead of killing her would-be husband it killed her. And it's been claiming the lives of virginal Whitehead girls who don't marry young ever since.
   5- 6. Lord Elwyn made a deal with the Water Elemental Lord: He would be unaging until the life force of 333 girls of his line were claimed by creature as virgins on their 17th birthdays.

HOW CAN THE CURSE BE LIFTED? (Roll 1d6)
   1. A temple to the Water Elemental Lord at the center of the water-logged tunnels beneath Castle Whitehead must be destroyed, possibly collapsing the castle in the process.
   2. The water-logged tunnels underneath the castle must be excorsized of water elemental spirits, as well as the hate-filled ghost of Angelina (1-3), the man who murdered Angelina (4-6).
   3. Lord Elwynn Whitehead, who has been made unaging by the life force of each girl killed must be brought to the temple to the Water Elemental Lord under Castle Whitehead. Here, the angry ghosts of victims will destroy him and the curse will be lifted.
   4. The restless ghost of Angelina must be destroyed.
   5. The spirits of all the dead girls must be rescued from the grip of the Elemental Water Lord.
   6. Roll twice on this table, ignoring and rerolling results of 6. Both steps must be taken to lift the curse.

WHO KILLED ASHLEY? (Roll 1d6)
   1. Her secret boyfriend who got her pregnant and didn't want a scandal.
   2. A madwoman who believes she's the rightful heir to the Whitehead fortune if the twins are gone.
   3. A cultist who wanted to summon the legendary Water Elemental Lord and used her as a human sacrifice.
   4. Her psychopathic older brother wants to turn the castle into a "supernatural tourism" destination, and he murdered his sister to revive the legend of the Watery Shroud.
   5. Ashley isn't dead--Emily is. Ashley killed her sister and took her place.
   6. The butler did it. Ashley discovered he was replacing family art treasures with forgeries.

Saturday, November 10, 2018

Ghostbusting: The Haunting of Mary-Anne Sanders

Here's another post partially inspired by a drawing by Bryan Baugh. This one includes tables for randomly generating an outline for a "ghostbusting" adventure plot, as well as a starting occupation that's equally useful in settings where the paranormal is reality or fantasy.
   The player characters become involved with the events because they are either connected to the victim of the haunting, or because they are paranormal investigators/ghostbusters.

THE HAUNTING OF MARY-ANNE SANDERS
For weeks, Mary-Anne felt uneasy in her own home. First, she thought small things were being moved ever so slightly. Then, she kept feeling like someone else present, watching her, even though she knew she was alone. Soon after that, she started seeing movement out of the corner of her eye, but when she turned, no one was there. Two nights ago, she was laying in her bed when something swept through the room and she felt cold hands pawing at her, tearing open her nightgown. Then, invisible iron talons locked around her and she was flung violently from the bed. As she struggled to her feet, she saw an indistinct shape at the head of the bed... indistinct aside from glowing eyes and twitching claws. As it faded away, she began to scream...


OPTIONAL: HOW DO THE PLAYER CHARACTERS GET INVOLVED?
(Roll 1d6)
1-2. Mary-Anne calls them for help.
3-4. A mutual friend reaches out to one of the player characters.
5. One of the player characters hears about what's happening to her, and it sounds like a case that's worth investigating.
6. A clue uncovered during another case leads the player characters to Mary-Anne.


WHO IS MARY-ANNE TO THE PLAYER CHARACTERS? (Roll 1d6)
1-2. An old friend or lover to one or more of them, but has been out of touch for years.
3. A one-time associate of a rival or enemy, but she has parted ways with that nefarious figure.
4-5. There is no prior connection.
6. She is (or formerly was) in the same line of work as one or more of the player characters, but is known to them by reputation only. (Roll 1d6: 1-2. Favorable reputation, 3-4. Negative reputation, 5-6. Dangerous reputation.)

WHAT DOES MARY-ANNE DO FOR A LIVING? (Roll 1d6)
1. Widow raising 1d3 children, living off proceeds of a tech company sold years ago.
2. Police detective.
3. Call girl.
4. School teacher.
5. Paranormal Investigator.
6. Social Worker.

WHO IS HAUNTING MARY-ANNE? (Roll 1d6)
1. The ghost of an ex-lover.
2. The ghost of a stalker.
3. The ghost of a former occupant of the home.
4. A spirit bound to a knickknack she recently bought at a thrift shop.
5. An evil spirit summoned by local cultists who want revenge on Mary-Anne. Roll on WHAT IS MARY-ANNE'S SECRET? to learn why.
6. It's a hoax. An 1-3 ex-lover (1-3) rival (4-6); is trying to embarrass her (1-2) drive her insane (3-4)  discredit her (5-6). Roll on the table again, ignoring and rerolling results of 5 and 6 (or use a d4).
   Roll on the table again. A few days after the hoax is revealed, Mary-Anne's terror begins again. There had been a real haunting that had gone unnoticed due to the hoaxter, and the party still has a ghost to put to rest. If 6 is rolled again, Mary-Anne is now haunting herself; the previous experience drove her insane.

HOW IS THE HAUNTING STOPPED? (Roll 1d6)
1-2. Discovering the ghost's identity and convincing it to move onto the next plane, possibly burying its body in a proper grave.
3-4. Destroying or binding the ghost through usual Ghostbusting methods.
5. Discovering the ghost's identity and bringing a living relative and mutual acquaintance of the ghost and Mary-Anne to speak to it and tell it all is forgiven. Roll on WHAT DOES MARY-ANNE DO FOR A LIVING? to see who this person is.
6. Discovering Mary-Anne's dark secret and revealing it to the public (or, at the very least law enforcement). Roll on WHAT IS MARY-ANNE'S DARK SECRET? Ignore and re-roll results of 6; the result is actually the ghost's dark secret, and it wants Mary-Anne to reveal it, so those it hurt in life can have justice. Mary-Anne has been too frightened to tell anyone what she discovered shortly before the ghost died.

WHAT IS MARY-ANNE'S DARK SECRET? (Roll 1d6)
1. She killed the ghost by accident and covered it up.
2. She's a serial killer.
3. She's a "talent scout" for a slave sex ring.
4. She's the leader of a cult that practices human sacrifice.
5. She's a retired assassin.
6. She doesn't have any serious dark secret; she is the victim she appears to be.
--

NEW STARTING OCCUPATION 
(for OGL Modern and other d20 System Games)
The rest of the text in this post after is released under the Open Game License and may be reproduced in accordance with its terms.

Paranormal Researcher
Prerequisite: Age 16+, Charisma 12+
Skills: Choose three of the following skills as permanent class skills. If a skill the character selects is already a class skill, he or she receives a +1 competence bonus on checks using that skill. Craft (electronics), Gather Information, Knowledge (arcane lore, behavorial science, history, physical sciences, technology, theology and philosophy), Research, Sense Motive, Search, or Spot.
Bonus Feats: Choose one of the following feats to gain as a bonus feat. All prerequisites must be met before the feat can be selected. Alertness, Ectoplasmic DominatorGhost Spotter, Ghost Whisperer.
Wealth Bonus: +1


Wednesday, October 31, 2018

The Terror of the Ouija Ghost

Here's a randomly generated horror plot based on a drawing by Bryan Baugh. It's purpose is to provide a framework and spur your imagination to create an adventure of your own, for whatever game system you prefer.

OPTIONAL: HOW DO THE PLAYER CHARACTERS GET INVOLVED? (Roll 1d6)
1-2. One or more of the Ouija Ghost's victims were friends or family of a party member.
3-4. The party has been tracking the cursed items that are rumored to cause the Ouija Ghost to manifest.
5-6. One of the player characters witnessed his or her friends be murdered by the Quija Ghost as a teen and he or she recognizes the pattern of its attacks.

THE TERROR OF THE QUIJA GHOST
A group of friends spend the night with some food, some alcohol, and a Quija board. They awakened something terrible, and the player characters must discover what and return it where it came from.


WHO PLAYED WITH THE OUIJA BOARD? (Roll 1d6)
1. 1d3+1 Cheerleaders
2. 1d3+1 Sorority Girls
3. 1d3+1 Supermodels
4. 1d3+1 Goth Chicks
5. 1d3+1 Baristas
6. 1d3+1 Ballerinas

WHY DID THEY PLAY WITH THE OUIJA BOARD? (Roll 1d6)
1-2. For spooky fun.
3-4. To talk to the spirit of a recently deceased friend.
5-6. To scare one of their number who is a believer in spiritualism.

WHERE DID THE OUIJA BOARD COME FROM? (Roll 1d6)
1. The attic of a family home.
2. A pawn shop.
3. Abandoned on a rainy street.
4. A store specializing in occult items.
5. An antique store that was going out of business.
6. Found in the hallway; each girl assumed one of the others brought it.

WHAT IS THE QUIJA GHOST? (Roll 1d6)
1. A vengeful spirit, specifically after the girls.
2. A manifestiation of the curse upon the Quija board.
3. A manifestation of the curse upon the planchette.
4. A demon that took advantage of the game.
5. An urban legend made real through the psychic powers of one of the girls (and her secret hatred and jealousy of another member of the group).
6. The spirit of a serial killer that's been returned to the world.


WHAT HAPPENED TO THE GIRLS? (Roll 1d6)
1. All but one were driven insane.
2. All but one were brutally murdered; survivor driven insane.
3. All have vansihed without a trace. (1-3, they can found alive; 4, 1d3-1 can be found alive; 5-6, they can be found dead.)
4. One girl brutally murdered, the others injured but alive.
5. They are all comatose, the life mysteriously slowly draining from them.
6. 1d3-1 girls brutally murdered, the others missing. Those missing are now puppets of the Ouija Ghost.



WHAT HAPPENS IF THE OUIJA GHOST ISN'T STOPPED? (Roll 1d6)
1. Each night, 1d2 friends or families of the girls who played with the Ouija board are brutally murdered.
2. Roll on WHO PLAYED WITH THE QUIJA BOARD. 1d2 girls of the indicated group are brutally murdered each night.
3. Each night, 1d2 additional girls of the kind originally rolled on WHO PLAYED WITH THE QUIJA BOARD are brutally murdered.
4. One of the surviving girls, becomes possessed by the Ouija Ghost 1d3 nights later and goes on a killing spree. (If the girls had vanished without a trace, one reappears each 1d3 nights to brutally murder innocent people until the rest are found and rescued.)
5. Once the surviving girls are dead, the Ouija Ghost will start to target the player characters and their loved ones.
6. Roll two more times on this table, rerolling any results of 6. If the same result is rolled twice, then it is the only one that applies.

HOW IS THE QUIJA GHOST STOPPED? (Roll 1d6)
1. The Quija board must be reduced to fine ash in a sanctified place.
2. The planchette must be ground into fine dust and scattered on the grave of a murderer.
3. The truth about how it came to be a ghost must be revealed.
4. The Quija board and planchette must be destroyed with the horn of a unicorn.
5. A Jew, and Christian, and a Muslim must perform an anient ritual over the Quija board, forcing the Quija Ghost to go dormant again.
6. Roll two more times on this table, rerolling any results of 6. If the same result is rolled twice, then it is the only one that applies.

WHAT IS THE SURPRISE TWIST? (Roll 1d6)
1-2. There isn't one.
3. The Quija Ghost wasn't destroyed. It was spread into 13 different random Ouija boards within a 666 mile radius of the original killings.
4-5. There never was a Quija Ghost... it was all the work of one of dead or vanished girls who's a very clever, very psychopathic killer.
6. There never was a Quija Ghost. It was a ruse by a Satanic cult that sacrificed the girls and staged the Quija Ghost situations to lure the player characters to their deaths.