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Summer Camp Slayers

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0% found this document useful (0 votes)
139 views2 pages

Summer Camp Slayers

Uploaded by

work2
Copyright
© © All Rights Reserved
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SUMMER CAMP SLAYERS

AUTHOR
Richard Woolcock

SYSTEM
Many years ago, a great tragedy occurred at Highwood Summer Camp, and the locals still refuse to Tricube Tales <

discuss the incident. However, a wealthy businessman recently chose to brush aside their concerns, BACKGROUND
Figu Design
investing his money into restoring the camp and reopening it to the public.
There are many dark rumors about what happened on that fateful day, and while most people dismiss STORY SYMBOLS
Delapouite, Lorc, Skoll,
them as urban legends, some know better. Several secretive families of monster slayers have plied their Caro Asercion
trade and honed their skills throughout the centuries, and they’ve taken a keen interest in the summer Game-icons.net <

camp. They feel it would make an ideal initiation test for the latest generation of hunters. ILLUSTRATIONS
Publisher’s Choice Quality
You are fledgling monster slayers. Like all youngsters, you’ve come to summer camp to have fun and Stock Art © Rick Hershey /
develop new skills—but unlike the others, your parents expect you to hunt down and slay a monster! Fat Goblin Games <

CHARACTER CREATION RESOLVING CHALLENGES THE SCENARIO UNFOLDS


Each player creates a character as follows: If a player attempts something risky, they roll 1-3 Roll on the following tables to determine the true
1. Choose a trait: Agile (used for reflexes, dexterity, six-sided dice and must equal or beat a difficulty events as the story unfolds (see the next page for
stealth, and ranged combat), brawny (covers strength, of 4-6 on at least one die. Succeed on multiple dice examples). The GM can attempt to connect these
vitality, athletics, and melee combat), or crafty (covers for an exceptional success (narrate an additional events to the urban legend if they wish.
smarts, charm, alertness, courage, and social combat). benefit). Rolling “1” on all dice is a critical failure Someone at summer camp encounters a...
2. Select a concept: Counselor, nurse, lifeguard, (introduce a complication to the scene). A Shapeshifter D Masked stalker
groundskeeper, cook, activity leader, or kid. The GM chooses a trait and difficulty for each B Troubled spirit E Shadowy figure
3. Pick a perk: Bookworm, occult insight, quick, challenge. Most are difficulty 5, but a particularly C Ravenous horror F Mutated animal
perceptive, persuasive, advanced combat training, easy or hard task might be difficulty 4 or 6. Some Later it strikes again near, on, or in the...
or supernatural ability (describe it). challenges (e.g., combat) require multiple rolls. A Woods or hiking trail D Cabins or showers
4. Choose a quirk: Hothead, prankster, cautious, Players usually roll 2 dice, but roll 3 dice if the B Lake or boathouse E Art and crafts zone
show-off, suspicious, sarcastic, or haunted. challenge matches their trait. If a challenge falls C Sports or games field F Dining area
5. Grab 3 karma tokens and 3 resolve tokens. completely outside the scope of their concept (e.g., But there is a complication involving...
6. Make up a name, and introduce yourself (e.g., a kid performing CPR), they lose 1 die—but all of A A mysterious site D A technological twist
“I am Danny Allen, an agile groundskeeper who has the characters are capable of handling themselves B Uninvited guests E An unwelcome prank
advanced combat training but is also a show-off”). in combat, thanks to their family upbringing! C A surprising motive F Annoying witnesses

THE URBAN LEGEND KARMA AND RESOLVE RUNNING THE GAME


Roll on the following table to generate the urban Each player has 3 karma and 3 resolve. Spend 1 The GM should describe the opening scene, react
legend. The players should take turns expanding karma after rolling to reduce the difficulty by 1, if to the players’ decisions, and assign the traits and
the story, each adding their own twist or detail to you can justify how your perk helps you. Recover difficulties for challenges. Offer players karma in
help flesh out the urban legend (they can use the 1 karma if you increase the difficulty by 1 before return for complications based on their quirks!
“twist” table on the next page for inspiration). rolling, narrating how your quirk hinders you. When encountering something scary, call for a
What is the urban legend? If you use a quirk and succeed at the challenge, crafty challenge. If a player fails the roll, they can
A A hideous witch haunts the lake and/or woods you may recover 1 resolve instead of 1 karma. choose their reaction—fight, flight, or freeze!
B One or more corpses were found in the lake For dangerous actions (such as combat), failure The players should make all the rolls, narrate
C A dark cult once practiced black magic here costs 1 resolve (or 2 on a critical failure). If a PC the outcome of their actions, and drive the story
D Some sort of large beast stalks the woods runs out of resolve, they are eliminated from the forward whenever possible. They can also spend
E A restless spirit seeks vengeance in the region scene—but death is primarily a narrative conceit, 1 karma to influence the story or discover a clue
F Secret military experiments took place nearby and the PC usually returns later at full resolve. through their perk, at the GM’s discretion.
ENCOUNTERS LOCATIONS COMPLICATIONS
Described here are some example encounters for Described here are examples of locations for the Described here are example complications for the
the scenario generator (first table): scenario generator (second table): scenario generator (third table):

1. DOPPELGÄNGER 1. DEEP DARK WOODS 1. CABIN IN THE WOODS


The witness claims they saw an exact duplicate of The summer camp is surrounded on three sides An old abandoned log cabin is nestled deep in the
themselves, who stared intensely at them! Several by a thick tangle of spooky woods, crisscrossed woods and hides a secret that could be related to
other bystanders have corroborated the story. with narrow trails for hiking and biking. the original tragedy—and perhaps also the recent
series of supernatural events.
2. POLTERGEIST 2. CRYSTAL LAKE
A ghostly presence is making strange noises and This beautiful crystal-clear lake offers a range of 2. MYSTERY CAMPERS
moving objects. It hasn’t taken any overtly hostile activities for the kids, including rafting, canoeing, The slayers later learn that those who reported the
actions, but it is frightening the campers. swimming—and water balloon fights! incident aren’t registered to be at the camp! Who
are they really, and what is their agenda?
3. PATIENT ZERO 3. SKATEPARK
A groundskeeper claims to have been attacked by Although the summer camp has tennis courts and 3. JUSTIFIED GRIEVANCE
a zombie, and he has the bite mark to prove it! He a large sports field, the most popular attraction is The paranormal threat is real, but it has a specific
appears to be genuinely terrified. the vast skatepark, catering to skateboards, inline victim in mind, and they are far from innocent.
skates, wheelchairs, scooters, and BMXs. Perhaps revenge is even justified in this case?
4. HOCKEY MASK SLASHER
Several witnesses have seen a tall man wearing a 4. BEHIND THE CABINS 4. ADVANCED TECHNOLOGY
hockey mask and wielding a large knife. A couple Each cabin contains four bunk beds for kids and While it may seem supernatural, the phenomenon
of staff members tried to investigate, but the man a single bed for a counselor. There is a toilet stall has a scientific explanation, relying on smoke and
had vanished without a trace, leaving no tracks. and sink, but the shower houses are separate. mirrors to conceal a far more banal motive.

5. SILENT SILHOUETTE 5. ART AND CRAFTS WORKSHOP 5. MOCKUMENTARY


A lifeguard recently fainted, and they appear pale This converted barn offers the kids numerous art A small team of media students is secretly filming
and tired. They describe how a hooded figure has and crafts activities, including supervised courses a horror mockumentary! They have staged events
been watching them silently from the shadows. and freeform creative exercises. to get realistic reactions from the campers.

6. MONSTROUS BEAST 6. MESS HALL 6. CURIOUS KIDS


There have been multiple sightings of a massive This building is where the campers eat breakfast, A group of curious kids decides to investigate the
animal—perhaps a bear, but nobody has managed lunch, and dinner. It also hosts special events and mystery as well, but they are more of a hindrance
to get a clear look at it. Whatever it is, it’s sniffing activities—the interior is fitted with a projector than a help, getting themselves—and the heroes—
around the camp, and it is strangely cautious. screen and a powerful stereo system. into no end of trouble.

ADDING A TWIST TO THE TALE


For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example,
A F might represent first aid, health, an injury, a doctor or nurse, or medical equipment, while rolling D C could indicate diving, jumping, swimming, or a leap
into the unknown, and E C might symbolize skateboarding or roller skates, the skatepark, general sporting activity, or even transportation.
AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF

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