You are on page 1of 2

For the Campus Roll 1D8 for mystery:

1. Students have gone missing from the dorms


Manager (CM) 2. Noises coming from the chemistry lab
3. Strange creatures seen at night
4. Oddly-glowing mushrooms growing on the
Roll 1D10 twice for locations: lawn
1. Old library 5. The college President rumored to be a
2. New and shiny student union vampire
3. State-of-the-art student gym 6. Giant campus statue replaced overnight
4. Underground maintenance tunnels with inflatable Tube Guy
5. Outdated computer lab 7. The campus theater suddenly caught on fire
6. Fraternity or Sorority party house 8. A secret society rumored to perform rituals
7. Weirdly-shaped performance hall on campus
TTRPG 1-page Jam 8. Overgrown track field

CAMPUS
9. Thick woods bordering campus
10. Gritty boiler room/HVAC Campus Manager
Tips

FEAR!
Roll 1D8 for NPC who will help/hinder the
group: (your pick)
This game is meant for one shot sessions, so
1. A nosy squirrel
keep it short and sweet – like a good term
2. A feral graduate student
You are a group of college students. paper!
3. A stern administrator
You are back on campus for the fall Start with a dramatic event, in medias res: a
4. A moody professor
semester. You are excited to see your blackout at night; a day so hot that
5. A group of scared freshmen
friends and anxious about your 6. Public Safety team
authorities have told students to stay home;
classes. Your college campus looks student housing flooding overnight (this
7. An unsettling raven
colorful and crisp on this early fall day. happened on my campus!)
8. A chatty maintenance person
But something seems wrong, and you Remember to implement safety tools, such as
want to investigate. lines, veils, and X-card.

A game by

campfirerpg.itch.io

All pictures by authors


Student creation How to play You can eliminate 1 Fear point by calling your
family or friends (if you still have battery in your
Roll 1D8 for main student stereotype: Whenever the action makes sense, let it smartphone - each call uses 1D4 battery life),
1. The Life of the Party happen. Fiction first. or by finding some comfort food on campus
2. The Tech Wizard When the outcome of the action is in doubt or (either from friends or at a vending machine).
3. The Jock / Cheerleader presents a risk, ask the players to roll:
4. The “Just Coasting Along” 1D6 as a base The bell tolls
5. The Over-Achiever + 1D6 if their stereotype or special ability The bells of the old and abandoned campus
6. The Hippie/Grunge Revival applies (max + 1D6) chapel will toll every two hours (every 40
7. The Gossip Authority + 1D6 if another player helps out (but they minutes of real time). At every bell toll,
8. The Trust-fund Kid will share the consequences) something strange happens. After 6 hours (2
If equipment can be used, it grants a reroll hours of real time), it is morning and everyone
Roll 1D8 for special ability: of one die – only final result applies on campus starts waking up - the session will
1. Easily smells lies or bs end, whether the mystery has been solved or
2. Cat-like night vision Look at the highest dice result: not.
3. Runs unexpectedly fast 1/2 fail miserably + mark Fear
4. Encyclopedic knowledge of oddly specific 3 fail but there is some silver lining + mark Game end
topics (max 3) Fear If students fail to solve the mystery (either
5. Courage to question authority 4/5 success but something bad happens they all run away in fear, or they simply
6. Can fix nearly anything 6 success cannot understand what happened), the
7. Photographic memory strange happenings will continue and
8. Great at eaves-dropping Fear points become more frequent. Some other brave
If a student character reaches 3 Fear points, students will have to solve the mystery!
You all have your smartphones, obviously. they run away for good – you decide where. Or If students succeed in solving the campus
But you forgot to charge them. Roll 1D6 to they curl up in a ball and cry. Or they get mystery but lots is lost in the process, as
see how much battery you have. frustrated and call it a night. Either way, they reward they can pick an item to be
At each bell toll (see “The bell tolls”) your exit the game. featured on the student cafeteria menu
phone loses 1D4 battery. this semester.
If students succeed with flying colors, with
Roll 1D8 for equipment: no major consequences, they can have
1. Chalk and eraser, probably stolen extra-credit at the end of the semester. Or
2. Backpack full of snacks you can blackmail the college
3. Scooter or Skateboard administration!
4. Textbook of your choice
5. Campus map
6. First aid kit
7. Swiss Knife
8. Towel

You might also like