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• MP1: The Substitute — A teacher arrives mid-year with strange habits and a lesson plan that rewrites memory.
• MP2: The Holiday That Wasn’t — Students prepare for a celebration no one remembers creating, with rituals that feel... familiar.
• MP3: The Mirror Locker — Reflections begin misbehaving. Students see versions of themselves they don’t recognize. Monster Hunt:
mystery senecio in hospital and jail, summercamp, nahborhood haunted house sewer, theme park/water park, on vacation out of town, ;camping/hunting, mall, aquarium, apple orchid/pumpkin patch
Campaign Book: 6th Grade
The following mystery is part of a larger campaign book titled 6th Grade, which is divided into four marking periods. Each marking period introduces new scenarios, escalating threats, and evolving character arcs as players navigate the strange and supernatural undercurrents of middle school life. While each marking period is self-contained, they collectively reveal a larger, overarching issue that unfolds across the entire campaign.
Marking Period 1: Mystery - The Substitute and the Forgotten Holiday
Overview: A substitute teacher arrives mid-semester with no prior notice. He carries an unsettling presence and introduces lessons that seem to alter students' memories. Overnight, the school is decorated for a holiday no one remembers planning. Staff behave as if it's a long-standing tradition, while students feel increasingly disoriented.
Month 1: Setting Arrival and Confusion
- In the Background: The substitute appears without explanation, replacing a teacher who is suddenly "on leave." He decorates the school overnight with strange symbols and festive banners. Staff speak fondly of the holiday, recalling past celebrations that never happened. Students begin experiencing memory lapses and déjà vu.
Quests:
The New Sub
The Woods Beyond - monster
The Janitor’s Closet That Shouldn’t Exist - mystery
Beneath the Neighborhood - sewer dungeon
We need a Sub for the sub
Month 2: Rituals and Revelations
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The substitute assigns cryptic homework that references forgotten events.
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A student finds a yearbook page with their photo labeled under a different name.
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The school hosts a bizarre assembly with chants and offerings.
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Players uncover a hidden storeroom filled with old decorations and ritual artifacts.
The Holiday that should not exist
Month 3: Breaking the Cycle
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Players discover the holiday is part of a recurring ritual to appease an unseen force.
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The substitute is revealed to be a vessel or emissary of that force.
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Students must disrupt the ritual before it permanently alters their identities.
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A choice emerges: banish the substitute, embrace the holiday’s power, or rewrite the school’s history.
Key NPCs:
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The Substitute: Charismatic, eerie, and manipulative. Knows more than he reveals.
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Principal: Enthusiastic about the holiday, but increasingly erratic.
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School Counselor: Offers subtle clues and may be resisting the memory changes.
Plot Hooks:
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A student receives a detention slip for an infraction they don’t remember.
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A classroom clock runs backward during the substitute’s lessons.
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A player finds a flyer for the holiday dated ten years in the future.
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A teacher hums a tune that causes vivid hallucinations.
Themes:
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Memory, identity, and manipulation.
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The power of tradition and the danger of blind celebration.
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Reality distortion and hidden agendas.
Marking Period 4: Mystery - The New Student and the Temple
Overview: A new student arrives at the school under mysterious circumstances. Quiet and observant, they seem unnerved by something others can't see. Rumors swirl about their connection to strange happenings, and soon, the players are drawn into a dark mystery involving hidden passages, ancient rituals, and a temple pulsing with malevolent energy.
Act 1: Arrival and Unease
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The student transfers mid-semester, with no records from their previous school.
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Teachers avoid discussing the student’s background.
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The student is often seen staring at the lunch ladies, who behave oddly around them.
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Players notice the student sketching strange symbols in their notebook.
Act 2: Secrets in the Basement
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The student confides in a player about recurring dreams of a dark temple.
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They are caught sneaking into the basement and beg for help.
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A lunch lady tries to silence them, confirming their suspicions.
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Players discover a hidden passage behind the boiler room.
Act 3: The Temple Below
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The passage leads to an ancient temple pulsing with dark energy.
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The temple influences the staff, causing erratic and violent behavior.
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The student reveals a latent connection to the temple—through ancestry or a forgotten pact.
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Players must decide whether to seal the temple, harness its power, or destroy it.
Key NPCs:
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The Mysterious Student: Introverted, perceptive, and fearful. May become a key ally.
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Lunch Ladies: Guardians or thralls of the temple.
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Janitor: Knows more than he lets on. May offer cryptic warnings.
Plot Hooks:
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A player receives a note: "The basement breathes."
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A teacher disappears after investigating the student’s records.
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The student begins speaking in an ancient tongue during sleep.
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A player finds a map drawn in ketchup on a cafeteria tray.
Themes:
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Isolation, paranoia, and hidden truths.
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The cost of knowledge and the danger of curiosity.
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The thin veil between mundane school life and ancient horrors.
NPC: Mysterious New Student
Name: TBD
Background: A new student has recently transferred to the school and is struggling to fit in. Quiet and observant, they often keep to themselves and seem unnerved by something others can't see. Rumors swirl about their connection to strange happenings in the school.
Personality:
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Introverted and cautious
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Highly perceptive
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Curious but fearful
Role in the Story: The student begins to notice odd behavior from the lunch ladies, who seem to be guarding something. Their investigation leads them to discover a hidden passage in the basement that opens into an ancient, eerie temple. The temple pulses with dark energy, and its presence seems to be influencing the staff. The student may become a key ally or informant for the player characters, offering clues and insight into the mystery.
Plot Hooks:
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The student confides in a player about strange dreams involving the temple.
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They are caught sneaking into the basement and beg for help.
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A lunch lady tries to silence them, confirming their suspicions.
Connection to the Temple: The student may have a latent connection to the temple, possibly through ancestry or a forgotten pact. Their presence at the school may not be a coincidence.
Scenario: The Janitor’s Closet That Shouldn’t Exist
Premise: A student goes missing after detention. The only clue? Their backpack was found inside a janitor’s closet that no longer appears on any map—and seems to shift location each day. The closet is impossibly deep, filled with flickering lights, whispering vents, and cleaning supplies that seem... wrong.
Setting Details:
• The Closet:
• Appears in different hallways each morning
• Inside, the space warps—sometimes a narrow crawlspace, sometimes a vast industrial chamber
• Smells like bleach and something older, like mildew and rot
• A mop bucket occasionally moves on its own
• The Janitor:
• Never seen entering or leaving
• Always humming a tune no one recognizes
• Eyes glow faintly when caught in fluorescent light
• May be a guardian, prisoner, or something else entirely
Plot Hooks:
• A player receives a note: “Don’t follow the humming.”
• A second student vanishes, but their phone livestreams from inside the closet
• The janitor offers a player a key “for when it’s your turn to clean”
• A lunch lady warns, “That closet’s not ours. It’s theirs.”
Connection to the Temple: The closet may be a satellite chamber of the temple—an access point for rituals, storage, or punishment. The janitor could be a temple-bound entity, maintaining the school’s illusion of normalcy while hiding its true architecture.
🪚 Scenario: The Last Tenant
Premise:
In a condemned apartment tower on the edge of the city, a group of urban explorers breaks in to document the final night before demolition. But the building isn’t empty. Something stalks the halls—something that’s lived there longer than any lease. The elevators still run, but only go down. The killer wears a patchwork coat made from tenant eviction notices and moves through the walls.
Setting Details:
• The Tower:
• 30 floors, most sealed off
• Graffiti that changes when no one’s looking
• Lights flicker in patterns—almost like Morse code
• Every apartment has a different temperature and smell
• The Killer (“The Last Tenant”):
• Appears as a silhouette behind frosted glass
• Leaves behind keys that don’t open anything
• Kills with tools left behind by former residents—curling irons, broken fans, rusted knives
• Whispers eviction threats before striking
Plot Hooks:
• A player finds a lease with their name on it, dated tomorrow
• The building’s blueprints show 29 floors, not 30
• A survivor claims the killer is the building itself
• A player receives a voicemail from a number that hasn’t existed since 1993
Tone & Playstyle:
Claustrophobic, paranoid, and surreal. Perfect for tight corridors, unreliable lighting, and trust-breaking moments. Players may need to split up to survive—but that’s exactly what the killer wants.
Scenario: Hall Pass to Hell
Premise: A group of students receives detention for a prank gone wrong. They’re sent to clean the east wing after hours—but the lights flicker, the doors lock, and something begins hunting them. One by one, they vanish, leaving behind bloodied hall passes and cryptic messages scrawled in permanent marker.
Setting Details:
• The East Wing:
• Abandoned after a fire years ago, but still used for punishment
• Smells of smoke, melted plastic, and old sweat
• Lockers rattle even when empty
• Windows show scenes from other nights
• The Entity:
• Appears as a student in a scorched uniform
• Can only be seen in reflections
• Leaves behind hall passes soaked in blood
• Knows each student’s worst fear
Plot Hooks:
• A player finds a hall pass with their name and the word “RUN”
• A survivor from a previous detention refuses to speak, only draws burning doors
• A teacher insists the east wing was never rebuilt
• A mirror shows a player being chased, even when they’re alone
Connection to the Temple: The east wing may be a sacrificial ground tied to the temple’s rituals. The entity could be a failed vessel, still bound to the school and seeking new victims to complete its transformation.
Scenario: Camp Red Fog
Premise: A group of teens arrives at Camp Red Fog for a weekend retreat. The lake is still, the cabins are quiet, and the fog never lifts. On the first night, one camper goes missing. By morning, their tent is shredded and a trail of blood leads into the woods. Something stalks the camp—wearing the faces of the missing.
Setting Details:
• The Camp:
• Surrounded by dense forest and a lake that reflects nothing
• Cabins creak even when empty
• The fog muffles sound and distorts vision
• Cell phones only show static
• The Stalker:
• Appears as a friend, until it’s too late
• Leaves behind masks made of bark and teeth
• Can’t be seen directly—only in peripheral vision
• Knows campers’ secrets and mimics their voices
Plot Hooks:
• A player finds a mask with their own face
• A campfire story matches real events from the night before
• A counselor insists the camp was closed years ago
• A player hears their name whispered from the lake
Connection to the Temple: The camp may sit atop a buried temple site. The fog could be a protective veil or a containment field. The stalker may be a temple guardian—or a failed ritual that escaped its bounds.
Monster Hunt: The Woods Beyond
Setting: The quest takes place in the dense, overgrown woods just beyond the edge of town. Rumors have circulated for years about strange sightings and eerie sounds coming from the forest, but most adults dismiss them as local legends.
Hook: After a classmate goes missing during a weekend hike, the players receive a cryptic message scrawled on a torn piece of notebook paper: "It lives in the trees. Don't follow the lights."
Objective: Track down the missing classmate and uncover the truth behind the mysterious creature said to haunt the woods.
Challenges:
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Navigating the forest without getting lost
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Deciphering clues left behind by the missing student
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Avoiding traps and illusions set by the monster
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Facing off against the creature in a climactic battle
Twist: The monster is a manifestation of forgotten childhood fears, feeding off the anxieties of local kids. Defeating it requires more than brute strength—it demands understanding and confronting personal fears.
Resolution: The players rescue their classmate and return with newfound confidence and insight, setting the stage for deeper mysteries in the next marking period.
Monster Hunt: The Forgotten Playground
Setting: Hidden behind a crumbling fence and overgrown hedges lies an abandoned playground that once belonged to a now-demolished elementary school. Rusted swings creak in the wind, and the sandbox is filled with strange symbols etched into the dirt.
Hook: A group of students dares the players to spend a night at the playground, claiming it's haunted by the ghost of a child who vanished decades ago. That night, the players begin to experience surreal visions and hear whispers from the shadows.
Objective: Uncover the truth behind the ghostly presence and the history of the forgotten playground.
Challenges:
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Investigating the playground's eerie features and hidden clues
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Resisting the psychological effects of the haunting
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Communicating with the ghost to learn its story
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Performing a ritual to lay the spirit to rest
Twist: The ghost is not malevolent but trapped in a loop of fear and confusion. The players must help it remember who it was and why it lingered.
Resolution: By helping the ghost find peace, the players gain insight into the emotional weight of memory and loss, deepening their connection to the supernatural forces at play in the campaign.
Monster Hunt: The Drain Below
Setting: Beneath the town’s skate park lies a forgotten storm drain system—twisting tunnels, rusted grates, and graffiti-covered walls. Strange noises echo from below, and local pets have started disappearing.
Hook: A beloved neighborhood dog vanishes near the drain entrance. The players find its collar tied to a pipe with a note: "It’s hungry again. Don’t let it out."
Objective: Descend into the storm drain to investigate the disappearances and confront the lurking entity.
Challenges:
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Navigating the maze-like tunnels without light
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Avoiding flooded chambers and unstable walkways
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Interpreting graffiti messages left by past explorers
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Resisting the creature’s psychic influence
Twist: The monster is a parasite that feeds on loneliness and neglect—its form shifts based on the fears of whoever enters. It’s been growing stronger by feeding on forgotten places and abandoned feelings.
Resolution: The players must weaken the creature by rekindling memories of connection—using shared stories, recovered objects, or acts of kindness. If they succeed, the drain collapses inward, sealing the entity and restoring peace to the neighborhood.
Monster Hunt: The Radio Tower
Setting: On the outskirts of town stands a long-abandoned radio tower, its skeletal frame looming over the hills. The tower occasionally emits strange signals that interfere with local electronics and cause vivid hallucinations.
Hook: A student working on a science fair project picks up a bizarre transmission from the tower. When they go to investigate, they vanish—leaving behind a journal filled with erratic entries and coded messages.
Objective: Ascend the radio tower to uncover the source of the signal and rescue the missing student.
Challenges:
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Decoding the journal and interpreting the signal
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Climbing the unstable structure while avoiding hazards
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Resisting the hallucinations and mental distortions
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Confronting the entity broadcasting from the tower
Twist: The signal is a psychic beacon sent by a creature trapped between dimensions. It seeks to merge realities to escape its prison, but doing so would unravel the fabric of the players’ world.
Resolution: The players must sever the signal and stabilize the dimensional rift, saving their classmate and preventing a catastrophic collapse of reality.
Monster Hunt: The Video Store Vault
Setting: Tucked behind a boarded-up strip mall is an old video rental store, long abandoned but still faintly humming with electricity. The shelves are dusty, the tapes warped, and a flickering “OPEN” sign glows despite no power source.
Hook: A student finds a strange VHS tape labeled “Do Not Watch Alone” and disappears after viewing it. The players discover the store has reopened itself—just for them.
Objective: Enter the video store, uncover the mystery behind the cursed tape, and rescue the missing student before they’re trapped in the footage forever.
Challenges:
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Navigating shifting aisles and looping layouts
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Avoiding scenes that replay traumatic memories
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Interacting with NPCs trapped inside old movies
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Solving puzzles using outdated media formats (VHS, Betamax, etc.)
Twist: The monster is a sentient glitch—a corrupted narrative entity that feeds on unresolved stories and emotional dissonance. It uses the players’ own memories to rewrite reality.
Resolution: The players must rewrite the tape’s ending by confronting their own emotional truths, restoring the missing student, and sealing the vault before the glitch escapes into the real world.
Monster Hunt: The Cafeteria Showdown
Setting: The school cafeteria, usually bustling with noise and trays of mystery meat, becomes the site of a terrifying showdown when a monstrous entity emerges from the walk-in freezer.
Hook: After a series of strange food-related incidents—students falling ill, meals moving on their own, and eerie whispers from the kitchen—the players are called in to investigate.
Objective: Uncover the source of the cafeteria disturbances and defeat the creature before it spreads its influence throughout the school.
Challenges:
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Investigating the kitchen and storage areas for clues
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Surviving food-based attacks and animated kitchenware
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Protecting students during lunch hour chaos
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Facing the monster in a final battle amid overturned tables and flying trays
Twist: The creature is a fusion of discarded food and forgotten lunchroom memories, animated by resentment and neglect. It seeks recognition and revenge for years of being ignored.
Resolution: The players must confront the monster’s emotional core, offering acknowledgment and closure. If successful, the cafeteria returns to normal—though the mystery meat remains suspicious.
🧪 Monster Fight: Science Fair Meltdown Setting: The school gymnasium, transformed into a bustling science fair. Tables are lined with bubbling volcanoes, solar-powered contraptions, and questionable slime experiments. But something’s wrong—one of the projects has started mutating. Hook: A student’s “bio-reactive goo” project explodes mid-judging, releasing a rapidly growing creature made of fused science fair materials. It absorbs other projects, warping into a multi-limbed monstrosity. Objective: Contain and defeat the creature before it escapes the gym and spreads through the school. Challenges:
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Navigating the chaotic gym while dodging flying debris and rogue experiments
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Using other science fair projects as improvised weapons or defenses
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Protecting students and teachers caught in the crossfire
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Coordinating attacks while the monster shifts forms and tactics Twist: The creature mimics the personalities and fears of the students whose projects it absorbs—each phase of the fight reflects a different emotional theme (e.g., perfectionism, fear of failure, need for attention). Resolution: The players must not only fight the monster physically, but also symbolically—by helping the absorbed students reclaim their projects and self-worth. Victory comes through teamwork, empathy, and a final, explosive experiment that neutralizes the creature.
The Forest Remembers
Premise: A group of students heads into the woods for a weekend camping trip. But as night falls, they begin to notice strange patterns in the trees, whispers in the wind, and signs that someone—or something—has been watching them long before they arrived. Their campsite seems to shift, trails loop back on themselves, and memories of the trip begin to blur.
Setting Details
The Forest:
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Trees with bark that resembles faces
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Campfire smoke that drifts against the wind
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Animal calls that mimic human voices
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Forgotten trails marked with symbols carved into stone
The Mystery:
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The forest may be sentient, feeding on memories and fear
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A ritual may have been performed here long ago, awakening something that now stirs
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One of the students may have been here before—but doesn’t remember
Challenges
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Navigating terrain that shifts subtly each night
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Keeping track of time when watches and phones begin to fail
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Deciphering symbols left on trees, rocks, and tents
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Avoiding traps set by previous campers who went mad
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Managing dwindling supplies and rising paranoia
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Making choices about who to trust when memories conflict
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Escaping the forest before it erases their identities
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Interpreting dreams that may be warnings—or manipulations
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Confronting a forest spirit that reflects their deepest fears
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Discovering the truth behind a missing camper whose journal guides them
🕳️ Scenario: Beneath the Neighborhood
Premise Strange smells and tremors have been plaguing the neighborhood for weeks. When a group of students investigates a blocked storm drain, they discover a hidden network of tunnels beneath their town. The deeper they go, the more they realize the sewers are not abandoned—they're inhabited by something ancient, hungry, and aware.
One night, the kids witness a terrifying creature attacking a man in the tunnels. But as they investigate further, they uncover a shocking truth: the man was a doppelganger, a perfect mimic of someone from the surface. The sewer creatures, though monstrous in appearance, are guardians who protect the town from these imposters.
Determined to stop what they believe is a threat, the kids descend into the sewers to banish the monster. But as they navigate the tunnels, decipher cryptic warnings, and survive strange encounters, they begin to understand the truth. The monster is not their enemy—it is their ally.
Together, they uncover a chilling revelation: one of the students' parents has been replaced by a doppelganger. With the sewer guardian's help, they must confront the imposter, expose the truth, and protect their family and town from further infiltration.
🧱 Setting Details
The Sewers
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Cracked concrete walls covered in moss and symbols
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Echoes that repeat words not spoken
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Water that flows uphill in certain tunnels
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Forgotten maintenance rooms filled with rusted equipment and old toys
The Mystery
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The sewer system may be a forgotten temple limb, or a prison for something sealed long ago
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The entity below may be feeding on fear, memories, or secrets
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One of the students may be unknowingly connected to the creature
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The doppelgangers may be infiltrating the surface world, replacing people one by one
⚠️ Challenges
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Navigating maze-like tunnels with unreliable maps
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Avoiding detection by sewer dwellers or mutated creatures
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Deciphering graffiti and carvings that warn or mislead
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Managing light sources and oxygen levels
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Making choices about who descends deeper and who stays behind
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Interpreting strange sounds and visions
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Escaping rising floodwaters or collapsing passages
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Confronting the entity without speaking its name
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Discovering the truth behind a missing sanitation worker
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Deciding whether to seal the tunnels or leave them open
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Learning to trust the sewer monsters despite their terrifying appearance
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Working with the guardian to expose and defeat a doppelganger posing as a parent