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Badge Quest

The document outlines 'Badge Quest,' a tabletop horror roleplaying game where players assume the roles of girls in a youth organization selling cookies while solving supernatural mysteries. It includes character creation guidelines, game rules, and various chapters detailing gameplay mechanics, mysteries, and character archetypes. The game is designed to be accessible and engaging, promoting skills such as leadership and problem-solving through a fun and unique narrative experience.

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100% found this document useful (2 votes)
1K views98 pages

Badge Quest

The document outlines 'Badge Quest,' a tabletop horror roleplaying game where players assume the roles of girls in a youth organization selling cookies while solving supernatural mysteries. It includes character creation guidelines, game rules, and various chapters detailing gameplay mechanics, mysteries, and character archetypes. The game is designed to be accessible and engaging, promoting skills such as leadership and problem-solving through a fun and unique narrative experience.

Uploaded by

奶蓋
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 98

UNCOMMON ADVENTURES • 1

COMPLETE GAMEBOOK
A HORROR ROLEPLAYING GAME… WITH COOKIES.
Published in 2023
Hamrick Brands, LLC
1527 Ashley Cir
Norman, OK 73069

Writing and Design by Dave Hamrick


Layout Design by TJ Jefferson
Proofing by John Webb
Additional Assistance by Robert Carnicom
Maps by watabou.itch.io
Illustrations by Matias Lazaro, Nacho Lazaro,
and Fat Goblin Games
Additional Artwork from Shutterstock

Copyright © 2023 Hamrick Brands, LLC

2
Table of Contents
Foreword ................................................................................... 5
Chapter 1. Game Overview.................................................... 6
Character Creation .........................................................8
Game Rules .................................................................. 12

Chapter 2. Game Mastering.................................................. 19

Game Time .................................................................. 19


Preparation Time......................................................... 20
Game Modes................................................................ 20
Narration ...................................................................... 21
Pacing ............................................................................ 22
Props ............................................................................. 23
Improvising .................................................................. 23
Troubleshooting .......................................................... 24
Chapter 3. Cookie Selling Season ........................................ 25

Selling Season Begins.................................................. 25


Sales Days..................................................................... 25
Mystery Hooks ............................................................ 26
Solving Mysteries......................................................... 26
Rewards......................................................................... 27
Season’s End ................................................................ 27

Chapter 4. Mysteries .............................................................. 29


1527 Lulu Avenue ....................................................... 30
Boys Are Gross ........................................................... 32
Brain Juice .................................................................... 34

3
Table of Contents (Cont’d)
Cat Burglars.................................................................. 36
Cretaceous Crisis ......................................................... 38
Dandelions ................................................................... 40
Dreamweavers ............................................................. 42
Dwellers in the Lake ................................................... 44
Kevin the Reaper......................................................... 46
Let’s Get Pie at Bram’s ............................................... 48
Mrs. Mayfield’s Secret ................................................. 50
The Meanie Dead........................................................ 52
My Doll, Abby ............................................................. 54
The Mystic Masquerade ............................................. 56
Robo-Teacher............................................................... 58
Seven Daniel Kims...................................................... 60
The Thing in the Woods ............................................ 62
The Twilight Globes ................................................... 64
Was it a Rat I Saw? ...................................................... 66
The Weeping Fog ........................................................ 68

Chapter 5. Friends and Enemies.......................................... 70


Helpers.......................................................................... 71
Friends and Enemies (List)........................................ 71

Appendix A. Random Events .............................................. 88

Appendix B. Random Names............................................... 92

Index ........................................................................................ 93

Character Sheet....................................................................... 95

4
“I’ll take four boxes, please...” Scooby-Doo/Nancy Drew-style mysteries.
As of this writing, I’ve been a professional People really seemed to dig the concept and
content creator for about six years or so. The immediately told me, “Yes. Make that.”
majority of my efforts have been in the So, I did.
tabletop roleplaying space, particularly Fifth It’s been an exciting journey creating this
Edition. In early 2023, Fifth Edition creators book for everyone. It’s especially fun to see
suffered a bit of a setback as the company so many different folks getting excited about
that “owns” the rules for Fifth Edition it from all spectrums of the gaming industry.
decided to pull the rug out from under our I’ve even had people tell me that they’re
feet and make it difficult to continue doing excited to introduce the game to their
what we loved. And although that’s since daughters who really don’t have too many
been resolved, I decided to turn my attention games designed with them in mind. And I
to other game concepts. think that’s really cool. So thank all of you.
One day, I saw a meme that jokingly I’d also like to offer a special thanks to
poked fun at how “aggressive” cookie selling the artists involved in this project, especially
scouts can be during cookie season. Musing Matias who made the cover and Rick who
on this concept, I posted on my Instagram did a lot of the interior art, including the one
that it would be fun to make a roleplaying on this page. Y’all really helped me bring this
game where the players played scouts who, to life.
in between selling cookies, had to solve —DMDave

Foreword 5
Chapter 1. Game Overview
Welcome to Badge Quest, a tabletop roleplay- The game is designed to be easy to learn
ing game where you and your friends take on and play. In just 2-4 hours, you and your
the roles of girls in the youth organization group can learn the game, create your
called the Brave Blossoms. The Brave Blos- characters, and play a full session. The rules
soms are a group designed to empower girls are simple and intuitive, allowing you to
by promoting courage, confidence, character, focus on the fun of solving mysteries and
leadership, entrepreneurship, and active citi- selling cookies.
zenship through activities such as camping,
community service, learning first aid, and What do you need to play?
earning badges by acquiring practical skills.
In Badge Quest, it's cookie selling season Here’s everything you need to get started
for the Brave Blossoms, and your troop has playing Badge Quest.
been tasked with going door-to-door in your • This book
neighborhood to sell your signature cookies, • Paper and pencils
the delicious Blossom Biscuits. But as you • A bunch of six-sided dice (ideally four
and your fellow Blossoms work to sell the per player, but everyone can share if
most cookies of all the troops, you'll en- necessary)
counter a variety of supernatural creatures,
unusual neighbors, and other oddities.

6 Chapter 1. Game Overview


What is a roleplaying game?
A roleplaying game, or RPG, is a game in
which players take on the roles of characters
in a fictional world and work together to tell
a story. The game is typically run by a Game
Master (GM), who creates the world and sets
up challenges and obstacles for the players
to overcome.
In Badge Quest, each player takes on the
role of a Brave Blossom, and together they
work to solve supernatural mysteries in their
neighborhood while also selling cookies. The
GM sets up the mysteries, provides
information and clues, and plays the roles of
any non-player characters (NPCs) the
players’ Blossoms may encounter.

How do the dice work?


The players take turns describing their
actions and making decisions for their
characters (called Blossoms) based on the for the task, typically a 5 (moderate) or 6
information provided by the GM. When (difficult). This target number represents the
there is a degree of uncertainty in a course level of difficulty or challenge of the task.
of action, the GM may call for a dice pool For example, if the Blossom is trying to
roll. evade a group of angry junkyard dogs, the
In Badge Quest, each Brave Blossom GM might set a target number of 5 to
character has three abilities: Skill, represent the dogs’' ability to track the
Toughness, and Charm. Each of these Blossom’s movements.
abilities has a number from 1 to 4, which
The character achieves a success if any of
represents the character's level of ability or
the dice they rolled are equal to or greater
proficiency in that area.
than the target number. For example, if the
When a Brave Blossom wants to attempt character rolled three dice for their
a task where there is an element of Toughness and got results of 3, 5, and 6,
uncertainty or risk, they roll a number of they would achieve a success because the 5
six-sided dice equal to the corresponding and 6 are both equal or greater than the
ability. For example, if a character wants to target number of 5. All a character needs is
use their Toughness to quickly run through a one success to succeed, but sometimes
dangerous area, they would roll a number of having additional successes grants the
dice equal to their Toughness score. character additional boons.
The GM then sets a target number (TN)

Chapter 1. Game Overview 7


Character Creation have two starting badges, which represent
the skills and activities that they have learned
Before embarking on your cookie selling prior to the start of the game. While the
adventure, you will create your own unique rules recommend randomizing the starting
and capable Blossom using the following badges for a more unpredictable and fun
steps. experience, players are free to choose any
1. Randomize your starting badges using two badges that they like.
the tables below.
2. Assign your ability scores. Assign Ability Scores
3. Choose or roll for an archetype, or you
All Brave Blossoms have three important
can be a Budding Blossom (no class).
ability scores.
4. Roll for a special item.
5. Choose or roll on the personality tables Skill
6. Pick a name and age for your Blossom. This score represents a Blossom’s general
expertise and proficiency in practical skills
Starting Badges and knowledge, such as hunting for clues,
In Badge Quest, badges represent the Brave aiming slingshots, or playing chess. A
Blossom's expertise in certain basic aptitudes character with a high Skill score is likely to
and activities, such as chess, archery, or sales. be good at a variety of tasks and may have a
At the start of the game, all Brave Blossoms wide range of talents to draw on.

d6 Badge Benefit d6 Badge Benefit


You and your fellow +1 die to Skill tests
1 Cooking Blossoms recover 1 1 Archery made to use ranged
extra damage per day. weapons.
+1 die to Charm tests +1 die to Skill tests
Astronomy made
2 Drama made to deceive other related to
2
people. recalling facts and
details.
You automatically pass +1 die to Toughness
3 First Aid Skill tests made related 3 Dancing tests made to perform
to using first aid kits. athletics and acrobatics.
+1 die to Toughness +1 die to Toughness
4 Hiking tests made related to Martial
4 tests made to punch
stamina and survival. Arts and kick.
+1 die to Skill tests +1 die to Charm tests
5 Knot Tying made that use hand and Public
5 Speaking made related to
eye coordination. persuasion.
+1 die to Skill tests
made to notice small +1 die to Charm tests
6 Sleuthing 6 Sales made to sell goods and
details and solve
puzzles. services.

8 Chapter 1. Game Overview


Toughness
This score represents a Blossom’s physical
and mental resilience, endurance, and
fortitude in the face of challenges. A
Blossom with a high Toughness score is
likely to be able to withstand physical stress
and may be good at enduring hardship,
staying on their feet in combat, or resisting
pain.

Charm
This score represents a Blossom’s social
savvy, charisma, and ability to interact with
others in a positive way. A Blossom with a
high Charm score is likely to be persuasive,
likable, and able to inspire trust and
cooperation in others. They may be good at
making friends, negotiating deals, or getting
others to follow their lead.

Ability Points the target number to 7 or higher. It is


You start with 6 ability points to spread out impossible for a Blossom to carry more than
between your Blossom’s three abilities. Each four times her Toughness score.
ability must have a minimum score of 1 and
cannot have a score exceeding 3. A score of Archetype
2 is considered average. For example, your
An archetype is a predefined character
Blossom could have Skill 2, Toughness 2,
concept that you can use to create your
and Charm 2, or Skill 3, Toughness 2, and
Brave Blossom character. Each archetype
Charm 1, and so on. Although 3 is the
grants a bonus to one or more of your
highest a Blossom’s ability score can be
ability scores, as well as a special feature
during this step of character creation, their
representing your Blossom’s innate talents.
archetype may increase it to 4.
1 - The Leader
Carrying Capacity
You are a natural leader with a commanding
Your Blossom can carry a number of
presence.
normal-sized items equal to twice her
Toughness score without a problem. For • Increase your Toughness or Charm score
each item exceeding that threshold, when by 1, to a maximum of 4.
testing any abilities, the target number • You have a number of leadership dice
increases by 1 (from 5 to 6, etc.). This could equal to your Charm score. Whenever a
make some tests impossible if it increases fellow Blossom makes a test, you can

Chapter 1. Game Overview 9


give them one of your leadership dice to 5 - The Detective
add to their dice pool for that test. Once You are naturally proficient at investigating
you use a die this way, it is expended. mysteries and solving complicated puzzles.
You regain all expended leadership dice
after you complete a rest. • Increase your Skill or Charm score by 1,
to a maximum of 4.
2 - The Scout • After you roll dice related to making
You are naturally proficient at outdoor observations or solving puzzles, you may
survival and exploration. reroll the dice. You must accept the new
result, even if it’s worse. Once you use
• Increase your Skill or Toughness score this benefit, you can’t use it again until
by 1, to a maximum of 4. you complete a rest.
• After you roll dice to make a test related
to outdoor survival and exploration, you 6 - The Enforcer
may reroll the dice. You must accept the You are naturally intimidating and strong.
new result, even if it’s worse. Once you
use this benefit, you can’t use it again • Increase your Toughness or Charm score
until you complete a rest. by 1, to a maximum of 4.
• During a Scrap, enemies test for morale
3 - The Entrepreneur the first round so long as they can see
You are naturally good at business and you and you aren’t exhausted.
making cookie sales.
Budding Blossom
• Increase your Skill or Charm score by 1,
A Budding Blossom is a Brave Blossom that
to a maximum of 4.
has yet to find her niche: a jack-of-all-trades,
• You double the result of all of your daily but master of none. Increase two different
Cookie Sales checks. ability scores of your choice by 1, each to a
maximum of 4.
4 - The Athlete
You are naturally proficient at physical
activities such as sports.
• Increase your Skill or Toughness score
by 1, to a maximum of 4.
• After you roll dice related to performing
a physical activity, such as climbing,
swimming, or even fighting, you may
reroll the dice. You must accept the new
result, even if it’s worse. Once you use
this benefit, you can’t use it again until
you complete a rest.

10 Chapter 1. Game Overview


Special Item d6 Personality
All Blossoms start with a special piece of 1 Curious
equipment. Choose from or roll on the table
below. Equipment grants extra dice, which 2 Empathetic
are added to your dice pool when making
tests. 3 Optimistic
4 Perfectionist
Your Story
5 Rebellious
Your Blossom’s story helps give you a sense
of her personality and demeanor, as well as 6 Shy
how easy it is for them to get into trouble.
Choose from or roll once on each of the
tables below. Then, use these notes to create
a story for your character. d6 Upbringing

d6 Item Benefit 1 Challenging


+1 die to Skill tests 2 Enigmatic
Field Guide made to perform
1 survival and 3 Multicutural
exploration tests.
4 Privileged
2 Slingshot Mid-range/1 damage.
5 Sheltered
+1 die to Skill tests 6 Unconventional
Swiss Army made to make repairs,
3 Knife build things, etc.
4. Deals 1 damage.
Once per day, add +1 d6 Flaw
Lucky
4 die to a test of your
Charm choice. 1 Arrogant

Can carry 10 additional 2 Bully


5 Wagon normal-sized items.
3 Dishonest
The kit has 6 uses. You
can expend a use to 4 Impatient
First Aid heal yourself or fellow
6 5 Insecure
Kit Blossoms. To do so,
you must succeed on a
TN 5 Skill test. 6 Stubborn

Chapter 1. Game Overview 11


Game Rules Target
This section covers all the rules necessary to Number Difficulty
play the Badge Quest game. (TN)

Making Tests
2 Extremely Easy
3 Very Easy
Tests in Badge Quest are used to determine
the outcome of actions or events when there 4 Simple
is a degree of uncertainty or risk involved.
When a player wants their character to 5 Moderate
attempt something that is not a guaranteed 6 Difficult
success, such as climbing a wall, negotiating
with a stubborn customer, or searching for The player then creates a dice pool. The
hidden clues in a haunted house, the Game dice pool includes one d6 for every point
Master will ask them to make a test. they have in the associated ability score as
Before the test begins, the GM well as bonus dice gained from badges,
determines the difficulty of the test and sets equipment, and any other benefits. The GM
a target number (TN), a number between 2 may also grant penalties to the dice if the
and 6. The GM also assigns one of the three Blossom is in a situation that could hamper
ability scores to the test. her ability, such as trying to run down an icy
street or trying to make sale in the middle of
a loud, crowded room.
Once the player creates their dice pool,
they roll all of the dice. If any of the dice
rolled meet or exceed the target number for
the test, the player’s Blossom succeeds. If
the player rolls the dice and none of the dice
equals or exceeds the target number, the
player’s Blossom fails the test.
A player only needs one die to meet or
exceed the test, but additional dice that
qualify may grant the character additional
boons and benefits, as determined by the
Game Master.
For example, Jill’s Blossom Martha wants
to jump across a wide creek. The GM asks
Jill to make a Toughness test since it would
require physical effort on Martha’s part. The
GM sets the target number to 5, meaning
that the test is of moderate difficulty.
Martha has a 3 in Toughness and also has

12 Chapter 1. Game Overview


the Sports badge, which grants her +1 die on
Toughness checks made to perform physical
activities. This means that Martha has a total
of four dice in her pool—three from her
toughness and one from her Sports badge.
Jill rolls her dice and comes up with 1, 1, 3,
and 5. She got a 5 which matches the GM’s
target number, so that means she succeeded
on the jump.

Scraps
Whenever you and your fellow Blossoms
need to protect yourselves or fight a hostile
enemy, you get into a Scrap. Scraps happen
in a series of rounds; a round is usually equal
to roughly 6 seconds of game time. During a
round, a Blossom may move from one
normal-sized area to another (from a
bedroom to the living room, or from one
area measuring 30 feet by 30 feet to another,
etc.) and take one action. However, if the and creativity to find a non-violent
Blossom decides to run during the Running solution to the situation at hand. This
Phase, running takes up her whole turn. may involve negotiating with enemies,
The typical Scrap plays out as follows. distracting them, or finding a way to
avoid conflict altogether.
1 - Initiative • Running Phase. Scrap participants that
At the start of a Scrap, all of the Blossoms act during the Running Phase disengage
make a TN 6 Skill test. If half or more of from combat and flee the scene. This
the Blossoms succeed on the test, the may be necessary if the Blossoms are
Blossoms go first during each round and outnumbered, outmatched, or simply
phase of the Scrap. Otherwise, the enemies need to retreat in order to regroup and
go first during each round amd phase of the come up with a new plan. They might
Scrap. also try to maneuver around an enemy to
get to where they want or even try to
2 - Declaration Phase catch an enemy that’s fleeing from them.
When a new round begins, everyone involved • Fighting Phase. Scrap participants that
in the Scrap declares which phase they want act during the Fighting Phase make and
to act in that round. dodge attacks. This may be necessary if
negotiation or retreat are not options, or
• Thinking Phase. Scrap participants that if the Blossoms are defending
act during the Thinking Phase use wit themselves or others from harm.

Chapter 1. Game Overview 13


Diposition Attitude

Hostile They only want to fight.

They will fight if provoked


Unfriendly and won’t take requests.
They only take requests if
Indifferent the request is reasonable.
They take most requests
Friendly without issue unless the
request is dangerous.

They will do anything for the


Blossom, including doing
Loyal something that could
endanger themselves.
3 - Thinking Phase
The Thinking Phase happens before the Thinking could involve creating a distraction,
Running and Fighting phase, giving the setting off a trap, shouting to a nearby police
Blossoms (or their enemies) a way to talk or officer for help, shoving the enemy into a
think their way out of the Scrap. pond, and so on.
Talking. If a Blossom wishes to talk her Resolve. Sometimes, the enemies try to
way out of a Scrap, she must improve the talk their way out of fighting with the
enemy’s disposition (see the table below). Blossoms, or they want to convince the
The Blossom may make a TN 6 Charm test Blossoms to take a specific course of action.
to improve the enemy’s disposition (from When this happens, and the Blossom player
Hostile to Unfriendly, Unfriendly to doesn’t want to listen to the enemy, the
Indifferent, and so on). Enemies that want Blossom must make a TN 6 Charm test to
to fight are usually Hostile or Unfriendly. resist the request. If the test succeeds, the
If you aren’t sure what the enemy’s Blossom ignores the request and may
starting disposition is, it is automatically continue doing what her player wants to do
Indifferent. for the remainder of the Scrap round.
Thinking. To think their way out of a Otherwise, the Blossom must concede to the
situation, the Blossom player must describe enemy’s request or take 1 Charm damage.
to the GM what they want their Blossom to Special Attacks. Some enemies have
do. If the GM finds the player’s plan attacks that they can make during the
acceptable, they then set a test for the Thinking Phase. The Blossom must defend
Blossom to perform. If the Blossom herself the same way she would during the
succeeds on the test, the Blossom finds a Fighting Phase (see page 15).
way out of the situation and avoids a fight.

14 Chapter 1. Game Overview


4 - Running Phase Toughness test. If the test succeeds, the
If a Blossom doesn’t want to talk or think Blossom avoids the attack. If the test fails,
her way out of the situation, she can attempt the Blossom takes damage from the attack,
to run. Running can mean fleeing from a typically Toughness damage.
dangerous enemy, or it can even mean Optional: Crits and Fumbles. When a
running past an enemy to get where they Blossom scores more than one success, the
want to be. The GM determines whether or Blossom scores a crit.
not the enemy chases after the Blossom. If • If the crit happens while making an at-
the enemy doesn’t choose to chase the tack, the Blossom deals 1 extra damage
Blossom, the Blossom automatically runs for each additional success rolled.
away. • If the crit happens while making a de-
Alternatively, an enemy might flee, and fense test, the Blossom gains one free at-
the Blossom may have to chase them. tack (no matter how many successes they
Regardless of the situation, the Blossom rolled).
player makes the same test.
The Blossom must make a TN 6 When a Blossom’s test results in a failure
Toughness test. If the test succeeds, the and there is at least one 1, the Blossom
Blossom escapes, maneuvers past the enemy, scores a fumble.
or catches a fleeing enemy. Otherwise, the
Blossom is caught and the Scrap continues, • If the fumble happens while making an
or the enemy escapes and the Scrap ends. attack, the Blossom’s weapon breaks or
is lost.
5 - Fighting Phase • If the fumble happens while making a
defense test, the Blossom takes 1 extra
The final phase of a round is the Fighting damage for every 1 rolled.
Phase. Any enemies or Blossoms that didn’t
want to talk, think, or run must take their
turn making attacks if they are still able to.
6 - The Scrap Continues
Melee Attack. A Blossom that wishes to When everyone involved in the Scrap has
attack with a hand-to-hand weapon, like a had a turn, the round ends. Repeat steps 2
switchblade, baseball bat, punch, or kick, through 5 until the Scrap ends.
must make a TN 6 Toughness test. On a
success, the Blossom deals damage appropri- Morale
ate for the chosen weapon.
When a Blossom wears down her enemies,
Ranged Attack. A Blossom that wishes there is a chance that they will flee or surren-
to attack with a ranged weapon, like a sling- der.
shot or BB gun, must make a TN 6 Skill test. Check for morale if the leader of a group
On a success, the Blossom deals damage ap- was defeated, half the enemy group was
propriate for the chosen weapon. eliminated, or a single enemy has only half
Defense. The Blossom players also roll their HP remaining.
to defend themselves against enemy attacks. When this happens, the Blossom with the
The Blossom player must make a TN 6

Chapter 1. Game Overview 15


highest Charm score makes a Charm test attribute either through healing or rest.
against the enemy’s morale TN. If the test Note that there is no “death” in the Badge
succeeds, the enemy is demoralized and ei- Quest game. Of course, missing out on a day
ther flees or surrenders (the GM decides). of cookie sales during the height of cookie
season is arguably a fate worse than death!
Damage
Whenever a Blossom becomes stressed, Enemies and Damage
injured, or embarrassed, she takes damage. Enemies don’t have ability scores. Instead,
Damage temporarily reduces one of her they have hit points (HP). When an enemy’s
ability scores by 1 or more, making it more HP falls to 0, they are knocked unconscious,
difficult for the Blossom to perform tests. stressed to the point of tears, or humiliated.
Whatever the explanation, they can no longer
• Skill damage is called stress. fight.
• Toughness damage is called injury.
• Charm damage is called Rest
embarrassment.
A Blossom can recover some of her lost
ability scores by resting. Resting requires a
When any one of a Blossom’s ability
full night’s sleep, a good meal, and a little
scores falls to 0, they become exhausted.
time for self-care. At the end of the rest,
When a Blossom is exhausted, the Blossom
each of her damaged ability scores improve
can’t take any further actions because they
by 1 point. The Blossom also regains use of
are too stressed, too injured, or too
any abilities that were expended during the
embarrassed to continue for that day. The
cookie selling day. Fully recovering from
Blossom may return to action after they
damage might take multiple days.
regain at least 1 point in the exhausted

16 Chapter 1. Game Overview


Weapons the same area as the Blossom. Mid-range
weapons can be used against targets in the
In the Blossoms' adventures, the girls may same square plus one area away. And long-
encounter situations where they need to de- range weapons can be used against any
fend themselves. They may not have access target that the Blossom can see up to five
to firearms or other dangerous weapons, but areas away (roughly 150 feet).
they can use their ingenuity and resourceful-
Thrown Weapon. A Blossom that uses a
ness to create simple, effective weapons us-
thrown weapon, like a rock, can make ranged
ing everyday objects.
attacks with the weapon using her Tough-
The table below shows the most common
ness score instead of her Skill score.
weapons available for the Blossoms.

Equipment
Ammunition. A weapon with the
ammunition property can’t be used unless
the Blossoms have the right type of A Blossom is nothing without some cool
ammunition for it. gear and gadgets. The table on the next page
Range. Weapons have three types of includes a list of some of the items that the
range: short, mid, and long. A short-range girls can purchase with their hard earned
weapon can only be used against targets in cookie sales money.

Weapon Damage Price Special


Baseball bat 2 $40 —
BB gun 1 $70 Long-range, requires ammunition
Fire cracker (10) 0 $10 The enemy must make a morale check
The enemy must make a morale check with
Pepper spray (10 uses) 1 $60
a -1 to the TN

Punch and kick 1 — —

Rock 1 — Short-range, thrown weapon

Slingshot 1 $25 Mid-range, requires ammunition

+1 die to Skill tests made to make repairs,


Swiss Army Knife 1 $25
build things, etc.

Switchblade 2 $40 —

Water balloon (10) 1 $10 Deals embarrasment damage only

Chapter 1. Game Overview 17


Equipment Price Effect
+2 dice to Toughness checks made to run away from a
Bicycle $100
Scrap

Binoculars $20 See things from a distance

Canteen $10 Holds 32 oz of water

Cell phone $75 Make phone calls

Cookie sales sign $10 +1 die to cookie sales checks for one week

+1 die to Skill tests made related to survival and


Field guide $20
exploration
The kit has 6 uses. You can expend a use to remove 1
First aid kit $30 Toughness damage. To do so, you must succeed on a TN
5 Skill test

Flashlight $15 Light the way in the dark

Lucky charm $10 Once per day, add +1 die to a test of your choice

Rope (50-feet) $20 Use it to climb, rappel, or restrain

Signal mirror $10 Send signals over long distances

Snacks $5 Useful for sleepovers and long trips

Tent $100 Camp outdoors (holds 4 people)

Give away to add +1 die to Charm tests made with other


Trading cards $10
kids

Wagon $30 Can carry 10 additional normal-sized items

Walkie-talkie (2) $60 Communicate from a distance

Whistle $5 Blow when you’re in danger and help might come

18 Chapter 1. Game Overview


Chapter 2. Game Mastering
As a Game Master, you are the facilitator the game and getting players acquainted with
and storyteller of the game, and your role is the rules and their characters. This is a good
essential in creating an exciting and time to review any notes or materials that
immersive experience for your players. In players may need to be familiar with in order
this section, we will provide you with tips to fully engage with the mystery at hand.
and guidance on how to run a successful The bulk of the game will take place over
game of Badge Quest, including how to the next three hours, during which time
prepare for a game session, the different players will explore, investigate, and interact
modes of play, and ways to troubleshoot with the world and the characters within it.
common game problems. Armed with this During this time, players will work together
knowledge and the resources provided in to solve the mystery and earn badges for
this book, you'll be able to create memorable their accomplishments.
adventures for your Blossoms and guide The final half hour of the session is
them on exciting mysteries in their town. reserved for wrapping up the mystery and
winding down the game. This is a great time
Game Time for players to reflect on their
accomplishments, share their favorite
In Badge Quest, the typical game session is
moments from the game, and provide
designed to last about 4 hours. The first half
feedback to the Game Master on what
hour of the session is dedicated to setting up

Chapter 2. Gamemastering 19
worked well and what could be improved.
This is also the time where the Game Master
rewards the players for their gameplay.
The mysteries included in the Badge Quest
Complete Gamebook are written with this
session time in mind, so players should be
able to fully engage with the story and solve
the mystery within this timeframe.

Preparation Time
Assuming the GM knows the rules, it usually
only takes 30 minutes to an hour to prepare
for a session of Badge Quest. The book
includes all the resources that the Game
Master needs to run the game, including
character sheets, rules, and monsters.
To prepare, the Game Master should start
by reading over one of the two-page preset
mysteries included in the core rulebook.
These mysteries include bolded text which
refers to friends and enemies detailed in the
book's appendix. The Game Master should Setup Mode
familiarize themselves with these NPCs and
monsters. The first mode is the Setup, where the Game
In addition, the Game Master should Master explains the game and provides any
brainstorm a few ideas to incorporate parts necessary details about the setting.
of the Blossoms' backgrounds, motivations,
and personality quirks into the story. This Exploration Mode
will make the game more engaging and
immersive for the players. The Exploration mode allows the Blossoms
Finally, the Game Master should review to explore their town or neighborhood and
the improvisational aids from the book, such begin making cookie sales for that day. This
as tables and tips, to help with any may also lead to the introduction of one of
unexpected actions the characters might the mysteries that the Blossoms will attempt
employ. to solve.

Roleplaying Mode
Game Modes
Badge Quest includes five distinct modes of The third mode is Roleplaying, where the
play to provide a diverse gaming experience Game Master and Blossoms engage in
for players. conversation as their characters, potentially

20 Chapter 2. Gamemastering
making checks as needed to progress the
story.

Scrap Mode
Scrap, the fourth mode, is when the
Blossoms encounter a hostile enemy and
have to think, talk, run, or fight.

Downtime
Finally, downtime is the mode where the
Blossoms spend time resting or performing
mundane actions that the Game Master can
describe with less detail.

Narration
To make the Badge Quest session as enjoyable
as possible, it is essential to narrate the game
well. Here are some tips to help you.

Set the Tone helps to build immersion and add depth to


the game world.
Lead by example with high energy and
excitement and encourage the players to
follow. Players feed off of the energy of the Show, Don't Tell
GM, so make sure you set the tone for the Rather than simply telling players what they
game with your attitude and enthusiasm. see or hear, try to show them through the
use of descriptive language and sensory
Don’t Over Describe details.
Use brevity wherever possible: you don't
have to describe everything. Just cover the Don’t Railroad, Entice
important details. Keep descriptions concise Allow players to make their own decisions
and to the point to help the game move and choices, rather than forcing them to
along. follow a strict path. Entice them with the
possibilities and consequences of their
Rely on Atmsophere choices.
Set the atmosphere for the mystery by
describing emotional overtones, lighting, Consistency is Key
temperature, texture, and even odor. This Be consistent to imbue realism. Be

Chapter 2. Gamemastering 21
consistent with the world-building and game
mechanics to create a sense of realism and
immersion.

Roleplay
Roleplay your roles, too! Use different voices
and mannerisms to help bring NPCs to life
and make them memorable. Put yourself in
their shoes and act as they would. If you
aren’t sure how a certain NPC should act,
pretend to be an actor or fictional character
you enjoy, then emulate them.

Use Suspense
Use suspense... don't give all the answers
away. Let the players figure it out. Leave
some mystery and uncertainty in the game to
keep players engaged and on their toes.

Pacing Make the Action Exciting


Pacing is essential to a successful game
Keep Scraps and other tense encounters
session, and it's important to keep the
exciting and quick-paced. Make sure the
players engaged and invested in the story. To
players feel like they're in danger, and keep
achieve a good pacing, the following steps
the adrenaline flowing.
should be kept in mind:

Anticipation Take Breaks, Too


Build anticipation and tension early on, Take breaks at the end of encounters and
creating a sense of mystery and intrigue that other high-adrenaline moments to dissipate
will keep the players interested. Introduce the tension a little. Then build back up to
the problem, and make sure the players are keep the players engaged.
invested in finding the solution.
Prepare for the End
Keep the Story Moving Keep an eye on the clock so you can end the
Always give the characters enough clues and session on a high note (or a cliffhanger)
options to lead the story forward—don't let making the players want more. Don't let the
them hit a dead end. Keep the story moving story drag on, and make sure the players are
along, so that the players don't lose interest. left with a sense of excitement and
anticipation for the next session.

22 Chapter 2. Gamemastering
Props
Using props can be an effective way to
enhance the mood and atmosphere of a
game, making the experience more
immersive and engaging. Game Masters can
use a variety of props to bring the game
world to life, including maps, miniatures,
illustrations, notes, objects, music, and other
atmospheric elements. Maps and miniatures
can help players visualize the game world
and the location of different characters and
objects. Illustrations and notes can be used
to provide descriptions of characters,
locations, and important items. Objects, such
as props and puzzles, can be used to help
players solve mysteries and puzzles. Music
and other atmospheric elements, such as
lighting, temperature, and scents, can be
used to create a more immersive game
environment.

Improvising Random Encounters


One important aspect of being a good Random encounters are also useful for
Game Master in Badge Quest is the ability to keeping gameplay fresh and exciting. These
improvise. Improvisation allows for more can include unexpected situations or events
fluid gameplay and can lead to some of the that add an element of surprise to the game.
most memorable moments in the game.
Some players may be intimidated by Mini-Mysteries
improvisation, but it doesn't have to be a
daunting task. The key is to remain flexible Mini-mysteries or quests can also be useful
and keep an open mind. in helping to move the story forward. These
Fortunately, the Badge Quest rulebook can be used to introduce new characters,
includes a number of improvisational aids to settings, or plot points.
help players and Game Masters alike.
Always Say Yes
Name Lists Finally, it's important to remember the "yes,
One such aid is lists of names, which can be and..." rule of improv. When presented with
used to generate a name for an NPC or a suggestion or idea, always say "yes" and
other character quickly. build upon it. This encourages creativity and
helps to keep the game moving forward.

Chapter 2. Gamemastering 23
Troubleshooting Group Size
One of the most important aspects of Diversity in the group is important. Every
running a game is troubleshooting. As a Blossom group should have one Blossom
Game Master, you may encounter problems good at Skill, one good at Toughness, and
such as character death, mistakes in the rules, one good at Charm. If you can't get it to be
or encounters that are too hard or too easy. diverse, consider tailoring mysteries that fit
It's essential to be prepared to address these their shared strengths while also challenging
issues. their weaknesses.
If you have a large group of Blossoms,
Character “Death” consider upping the challenges a bit. Add in
a few extra enemies or give solo enemies
One common problem is character death. additional hit points. Try not to up the
While Blossoms can't technically die, they damage too much since all it takes is one bad
can be knocked out, which may frustrate the roll to knock a Blossom out.
player. As a Game Master, it's essential to be
fair and not punish players for bad rolls.
Problem Players
Own Your Mistakes Finally, problem players can be an issue.
Set expectations early on, and don't be afraid
If you make a mistake with the rules or to issue ultimatums or ask them to leave if
make an encounter too hard, own up to it their behavior continues. Try to get a sense
and adjust on the fly. Players will appreciate of what sort of play styles the players have
your honesty. and try to balance them.

24 Chapter 2. Gamemastering
Chapter 3. Cookie Selling Season
Cookie Selling Season is the central selling season, the Blossoms go door-to-
campaign of Badge Quest, spanning the door selling cookies and earning money to
months of March and April in the game fund their various endeavors. It's a time to
world (60 total days). During this time, the introduce the players to the mechanics of
Blossoms are hard at work, selling cookies the game, establish the setting and the NPCs
door-to-door while also uncovering that the Blossoms interact with, and to let
supernatural mysteries and earning valuable the players explore the world. It's also a time
badges. It's a time of fierce competition to establish the Blossoms' personalities,
among the different troops, with each backgrounds, and motivations. Although the
Blossom striving to sell the most cookies real goal of Badge Quest is to solve mysteries
and come out on top. and earn badges, the girls still need to make
This section details the typical cookie sales to make sure they come out as the best-
selling season. selling troop in the whole state.

Selling Season Begins Sales Days


Cookie selling season always starts the first Each game day of play, the girls go door-to-
Monday of March and lasts for exactly 60 door selling cookies. At the end of every
days. This is the foundation for every four-hour period of selling cookies, the girls
campaign in Badge Quest. During the cookie make a cookie sales check. A cookie sales

Chapter 3. Cookie Selling Season 25


home relaxing, at school, and so forth. This
is the mystery hook. This is where the game
shifts from the cookie selling phase to the
mystery-solving phase. It's important to
establish the mystery in a compelling way,
with enough information to pique the
players' curiosity, but not so much that they
can easily solve the mystery right away. The
hook should be something that's relevant to
the Blossoms' interests, whether that's a
missing pet, a strange noise in the night, or a
weird customer while selling cookies.

Solving Mysteries
Once the girls get involved with a mystery,
they must dedicate at least one four hour
period to solving that mystery per day they
spend involvd with it. Note that this takes
away from the girls' cookie selling time. This
is the meat of the game, where the players
get to explore the mystery in more detail,
check involves the girls participating in the gather clues, and eventually solve the puzzle.
sale all making a TN 5 Charm test. The girls The mystery should have a satisfying
sell one box of cookies for every success resolution, with enough twists and turns to
they get. Each sale is worth $5. The girls can keep the players engaged, but not so many
sell for four hours on school days and for that it becomes overwhelming. It's also
eight hours on weekends and non-school important to keep the pacing of the mystery
days (the last full week of March is always moving, with a good mix of exploration,
Spring Break). This is the core mechanic of roleplaying, and action.
the game, and what the Blossoms do for The girls can stop investigating a mystery
most of their time. at any time, and go back to selling cookies.
You don’t have to describe every single sale, Of course, if they don't get involved with
but feel free to throw in a few random the mystery, something bad could potentially
encounters and unusual events for flavor. happen. This is the endgame of the
These are what usually lead to mysteries. campaign, where the players either solve the
mystery or suffer the consequences of not
Mystery Hooks doing so. It's important to establish the
stakes of the mystery early on, so the players
At some point, the girls might notice know what's at risk. It's also important to
something strange going on. This can provide enough clues and opportunities for
happen while they're out selling cookies, at the players to solve the mystery, while still

26 Chapter 3. Cookie Selling Season


maintaining the tension and suspense of the
story.

Rewards
After the Blossoms have solved a mystery,
it's time for the rewards phase. The Game
Master should award the players with badges
that reflect what they accomplished during
the mystery. Badges are a big deal to the
Blossoms and they're always eager to earn
more. The Game Master should describe the
badge and its significance, building up the
anticipation and excitement for the girls.
Additionally, the Game Master should award
the girls with additional cookie sales as a
reward for their hard work. The girls should
feel proud of their accomplishment and
eager to take on the next mystery. This is a
great opportunity for the Game Master to
set up the next hook for the next mystery,
keeping the momentum of the campaign
going. Alternatively, the Game Master can let Each mystery lists at least three different
the girls go back to selling cookies so they badges that can be rewarded. To earn the
can continue to work toward first prize. badge, the player’s Blossom must have
completed the mystery and fulfilled the
Earning Badges requirements for the badge. For example,
earning the archery badge may require the
In Badge Quest, badges are representations of character to make at least one successful
a Brave Blossom's expertise in certain basic ranged attack during the mystery. If the
talents such as archery, chess, or Blossom doesn’t meet a given requirement,
salesmanship. The badges are earned by they do not earn the badge.
completing specific tasks or challenges A Blossom may not take the same badge
during gameplay, typically while involved more than once. However, some badges
with a mystery. might have duplicate effects, which a
Earning a badge not only signifies that Blossom may have.
the character has acquired proficiency in an

Season’s End
activity, but it also provides a benefit to the
Blossom during gameplay. For example, a
Brave Blossom who has earned the archery At the end of the cookie selling season in
badge gains one extra die when they make Badge Quest, the Blossoms must tally up the
tests related to using ranged weapons. unspent cash they have earned from their

Chapter 3. Cookie Selling Season 27


sales and compare it to their challengers' discretion). She also receives $100, which she
earnings to determine their ranking. can spend on whatever she likes.
To create the challengers, the Game
Master generates four other troops and rolls Second-Place: Silver Seller Badge
2d6 for each player participating in the When a Blossom earns this badge, she may
cookie selling season and multiplies the gain the benefits of any other badge of her
result by 100. For instance, if there are four choice (GM’s discretion). She also receives
players, the Game Master would roll 8d6 and $50, which she can spend on whatever she
multiply each result by 100. Then, the Game likes.
Master organizes the troops from highest to
lowest and compare the players' Blossom Third-Place: Copper Seller Badge
troop earnings to the other troops to When a Blossom earns this badge, she
determine their final rank. receives $25, which she can spend on
The Blossoms then earn badges based on whatever she likes.
their troop’s ranking
Fourth or Fifth Place
First-Place: Gold Seller Badge Unfortunately, there’s no reward for fourth
When a Blossom earns this badge, she may or fifth place. Better luck next cookie selling
increase one ability score of her choice by 1 season!
(to a maximum of 4), or gain the benefits of
any other badge of her choice (GM’s

28 Chapter 3. Cookie Selling Season


Chapter 4. Mysteries
The mysteries in Badge Quest are the heart of and gives a sense of the stakes and
the game, and each one is a unique challenge consequences of failure.
for the Blossom Scouts to overcome. The Outline. The outline is a detailed
next forty pages of this book detail twenty breakdown of the mystery, presented as a
unique Badge Quest mysteries for the Game series of six plot points. Each plot point
Master to run. The Game Master is outlines a key development in the mystery,
encouraged to alter and change the mysteries from the initial investigation to the final
however much they like to better suit their confrontation. These plot points can be used
group. Each mystery has the following as a guide by the GM to structure the
elements. adventure, but they can also be adapted and
Synopsis. The synopsis is a brief modified as needed. NPCs and monsters
summary of the mystery, giving players and whose names are in bold are detailed further
GMs a sense of what they'll be up against. It in Chapter 5.
sets up the situation, introduces the major Rewards. The rewards section details the
players and conflicts, and hints at the badges and other benefits that the Blossoms
potential dangers that await. can earn by completing the mystery. Usually,
Background. The background provides a mystery offers a sales reward, too, a way
more detail on the history and setting of the for the Blossoms to earn far more than they
mystery for the Game Master. It fleshes out would by simply going door-to-door.
the major characters and factions involved,

Chapter 4. Mysteries 29
Outline
This mystery could play out as follows.

1 - Knock Knock
The mystery begins when the girls are out
selling cookies. After a particularly slow
selling day, someone dares the girls to go sell
cookies at 1527 Lulu Avenue, the creepy
haunted house that no Blossom dares enter.
There are signs on the windows and doors
notifying that it’s scheduled to be
demolished by Freeman Construction.
While outside the house, one of the
Blossoms spots a woman in one of the
windows. She mouths something to them. A
1527 Lulu Avenue successful TN 6 Skill test reveals that the
woman said “protect the seals.”
The house at 1527 Lulu Avenue has been
haunted for decades. The Blossoms finally
2 - The Mystery of Madam Marie
decide to find out why.
This mystery is intended for three to five If the Blossoms think to do research on
Blossoms. Detective and Scout Blossoms 1527 Lulu Avenue, a successful TN 5 Skill
will be especially useful in this mystery. test reveals the the house once belonged to a
psychic medium named Madam Marie. Marie
Background
died during a séance. Pictures of Marie
reveal that it was the same woman they saw
In the early 1900s, a spiritual medium named in the window.
Madam Marie used to attract spirits to her
home at 1527 Lulu Avenue. Unfortunately, 3 - Returning to Madam Marie’s
during one séance, just as she was getting If the girls return to 1527 Lulu Avenue, they
started, Madam Marie suffered a heart attack can easily break into the home by prying
and died, leaving the door to the spirit world away some boards with a successful TN 6
open. Protective magical sigils inside her Toughness test, or pick the lock to enter
home kept the spirits from leaving the with a successful TN 6 Skill test. They
house, but they continued to haunt the area. experience many strange and scary
Now, over 100 years later, a real estate occurrences from all the ghosts that are
developer named Harvey Freeman wishes to there. Before they’re frightened out of the
demolish the house to make way for a new house, the ghost of Madam Marie
street of suburban homes. Little does he intervenes. Marie explains that she left the
know that doing so would free all the spirits door to the spirit world open when she died.
in the house, letting them run amuck. Now that she’s a ghost, she can’t close it.

30 Chapter 4. Mysteries
The only thing keeping the town safe are the Rewards
sigils she placed around the house before she
died, which are keeping the ghosts trapped Blossoms who successfully complete this
inside. But if Freeman Construction mystery have the opportunity to earn one of
bulldozes the house, it will set the spirits the following badges plus any other badges
free. you feel are appropriate for their actions.
Even if the Blossoms don’t return to They also have a chance to sell a few extra
Madam Marie’s, she uses her residual psychic cookies.
power to visit one of them in her dreams.
Locksmith Badge
4 - Stop the Bulldozers Earn by: Succeeding on a Skill test made to
The Blossoms can confront the adult owner open a lock.
of Freeman Construction, Harvey Freeman. Benefit: +1 die to Skill tests made to open
No matter how much coaxing they try to do, locks.
Mister Freeman ignores their pleas to not
demolish the house, skeptical that it’s Lipreader Badge
haunted. He does offer to purchase a few Earn by: Reading someone’s lips or
boxes of cookies, however. communicating without words.
Benefit: +1 on Skill tests made to read lips
5 - Demolition Day or communicate without using words.
Eventually, the day for demolition comes,
with plenty of adults armed with Researcher Badge
sledgehammers, jackhammers, bulldozers Earn by: Succeeding on a Skill test to
and backhoes. The girls will need to think of perform research on a subject related to
a clever way to stop the demolition from the mystery.
happening, or they will unleash the spirits Benefit: +1 die on Skill tests made to
trapped in Madam Marie’s on the town. perform research.

6 - Ghost Explosion Sales Badge


If the girls fail to stop the construction Earn by: Earning $20 or more selling
workers, the ghosts escape the moment that cookies in one day.
the sigils collapse. Their escape creates quite Benefit: +1 die to Charm tests made to sell
the spectacle that even Mister Freeman can’t goods and services, including cookie sales.
deny. Ghosts terrorize the girls’ town for the
next few weeks, creating all sorts of Sales Rewards
opportunity for them to use their detective Harvey Freeman offers to buy some cookies
skills to trap and return them to the spirit pretty early in the adventure, purchasing 4d6
world. They may need to call on the help of boxes of cookies. If Freeman’s construction
some of their friends. workers release the ghosts, he offers to buy
8d6 boxes, hoping the large sale will keep
them quiet.

1527 Lulu Avenue 31


Outline
This mystery could play out as follows.

1 - Oliver the Transfer Student


A new student named Oliver transfers to the
Blossoms’ school. One of the Blossoms’
counselors assigns them to help Oliver learn
more about their town and its people. Oliver
seems very interested in science. However,
he’s very strange and off-putting, and doesn’t
seem to understand social norms.

2 - Outbreak
Boys in the school start to exhibit peculiar
habits. They seem less enthusiastic than
Boys Are Gross normal, shuffling to and fro and speaking
only in monosyllabic phrases and grunts. It
The boys at the girls’ school and in their
starts with a few boys and then within a
neighborhood contract a virus that turns
week it seems to affect all the boys at the
them into mindless zombies.
school. The only exception seems to be
This mystery is intended for three to five
Oliver, who continues to tag along with the
Blossoms. Detective and Entrepreneur
girls, asking questions about science and
Blossoms will be especially useful in this
human biology.
mystery.
3 - Oliver is an Alien
Background One of the girls stumbles on Oliver
There’s a new boy at school named Oliver. changing clothing. At first, she may seem
Oliver is secretly a researcher from the embarrassed, but then that feeling turns to
planet Zorath. His people have been horror when she sees that Oliver isn’t
studying different species for generations changing his clothes—he’s putting a human
and are fascinated by humans, specifically mask over his alien form.
teem amd preteen boys. They are intrigued Oliver admits that he is an alien and has
by their strange behavior and social come to earth to study human brainwaves,
dynamics. However, in order to study them particularly those of young adult boys whom
properly, they must shut down most of their he finds weird and strange. Oliver the alien
brain functions. Oliver develops a special asks the girls not to reveal his identity to
virus that can only affect boys between the anyone, promising that he will return the
ages of 12 and 16. The virus shuts down boys to their normal state once he has
most of their brain functions, turning them finished his experiements.
into mindless zombies, making it easier for
Oliver to study them.

32 Chapter 4. Mysteries
4 - Here Come the Men in Black Rewards
Whether the girls decide to help Oliver or Blossoms who successfully complete this
stop his experiments, inevitably, mystery have the opportunity to earn one of
government agents get involved, the following badges plus any other badges
recognizing that there is an alien threat at the you feel are appropriate for their actions.
girls’ school. They also have a chance to sell a few extra
Terrified that he’ll be captured and cookies.
imprisoned by the government agents,
Oliver begs the girls to help him.
Compassion Badge
5 - Finding the Cure Earn by: Rescuing or saving an enemy.
Benefit: Once per cookie selling season, the
If the girls do hide Oliver, it doesn’t make
troop can call upon an enemy to help. The
matters any better, as the government agents
GM decides the enemy’s identity.
lock down the school and round up all the
boys. Parents all over town begin to worry Negotiator Badge
about their sons, who the government agents
Earn by: Successfully talking your way out
forbid them to visit, warning that they’ve all
of a Scrap.
contracted a deadly virus.
At this point, the girls might convince Benefit: +1 die to Charm tests made to talk
Oliver to offer a cure to their zombie your way out of a Scrap.
condition lest they remain in the custody of
the government forever.
Quick Thinking Badge
Earn by: Successfully thinking your way out
6 - Saving the Boys of a Scrap.
Benefit: +1 die to Skill tests made to think
Oliver creates a cure and places it into a
your way out of a Scrap.
canister that can release it into the air.
However, the girls must still get it to the Running Badge
boys. They will have to sneak into the school
and avoid the government agents. Have Earn by: Successfully fleeing from a Scrap
them make plenty of Charm and Skill tests or catch a fleeing enemy.
to reach the gymnasium, where they’re Benefit: +1 die to Toughness tests made to
keeping watch over the boys. Once they run during the Running Phase.
release the canister, all the boys are cured.
Oliver, recognizing the error of his ways, Sales Rewards
agrees to return to his planet. Although he Oliver offers to purchase 4d6 boxes of
cookies to take back to his home planet.
didn’t get all the data that he wanted, he Additionally, the government agents will
decides that showing his people the lengths purchase 6d6 boxes of cookies if the girls
that humans are willing to go to help each are willing to keep the whole “quarantine”
other might be enough. Plus, he agrees to situation a secret from the news media.
take back a few boxes of Blossom Bites,
which he refers to as a “human delicasy.”

Boys Are Gross 33


Outline
This mystery could play out as follows.

1 - Grand Opening
The Blossoms hear that a new juice bar
called "Brainstorm" has opened in town, and
it's not long before one of their friends or
family members becomes obsessed with the
stuff. After drinking it, they immediately
start showing signs of enhanced intelligence,
able to perform complicated calculus and
remember new languages with just a little bit
of studying.

2 - Do the Juice
Brain Juice The Blossoms potentially try out the juice,
which gives them a temporary +4 dice on
A trendy new smoothie makes people more
their Skill tests related to recalling facts and
intelligent—but it comes with some harmful
solving puzzles for 1 hour. However, they
side effects.
quickly learn that after they come down
This mystery is intended for three to five
from the juice high, they become aggressive
Blossoms. Scout and Enforcer Blossoms will
and irritable. For the next 24 hours, all
be especially useful in this mystery.
Charm test TNs increase by 1.

Background 3 - Hooked
Dr. Miles Ryder was a former employee at a Fights start to happen all over town. Even
leading pharmaceutical company, working on the police are affected. The Blossoms have
developing a cure for dementia. He was fired to avoid the anger of adults and kids and
when he presented his experimental drug to navigate their way through the chaos. This
the board and they rejected it. Determined may result in the Blossoms getting into a few
to prove them wrong, he set up a juice bar Scraps.
and started experimenting with different
blends of fruits and vegetables to enhance 4 - Riot at Brainstorm
cognitive function. His latest concoction, When the Blossoms go to confront Dr.
Brain Juice, has some peculiar side effects, Ryder, the creator of the juice, they discover
however. It makes people aggressive and that the town is rioting at the shop, wanting
irritable when they come down from the more of the brain juice. Dr. Ryder is
"intelligence high" that the juice creates. nowhere to be found. It's clear that the juice
Still, he persists, hoping to prove his former has become too powerful for Dr. Ryder to
employers wrong. handle.

34 Chapter 4. Mysteries
The Blossoms must avoid the crowd and Rewards
break into the shop using successful TN 6
Skill or Toughness tests to open one of the Blossoms who successfully complete this
locked doors. When the Blossoms break into mystery have the opportunity to earn one of
the shop, a successful TN 5 Skill test reveals the following badges plus any other badges
a clue that leads to Dr. Ryder’s home you feel are appropriate for their actions.
address, an apartment in town. They also have a chance to sell a few extra
cookies.
5 - Superbrain
Just-Say-No Badge
The Blossoms confront the scientist Dr.
Ryder, who is on the verge of taking an Earn by: Avoid peer pressure to take drugs
enhanced version of the juice himself so he or some other harmful substance.
can help heal his wife, who is revealed to be Benefit: +1 die on Charm tests made for
in a coma. What happens next depends on resolve during a Scrap.
whether or not the Blossoms succeed on a
TN 6 Charm test to talk him out of his plan. Locksmith Badge
If Dr. Ryder takes the enhanced juice. His Earn by: Succeeding on a Skill test made to
head expands and he begins to levitate, open a lock.
becoming superbrain. Although his Benefit: +1 die to Skill tests made to open
intelligence has been heightened, he no locks.
longer has any compassion and stops caring
about his wife. The Blossoms must avoid his Martial Arts Badge
telepathic attacks while he remains in this Earn by: Succeeding on a Toughness test
form. After a few rounds of Scrapping, Dr. made to deal damage with punches and
Ryder reverts to normal. However, the strain kicks during a Scrap.
on his brain was too much, and he dies. Benefit: +1 die to Toughness tests made to
Before he passes, he asks the girls to destroy punch and kick.
the formula, believing that it only causes
more harm than good. Young Scientist Badge
Earn by: Successfully saving a scientist from
6 - Hangover danger.
It takes the townspeople a few days to Benefit: Once per Cookie Selling Season, the
recover from their Brain Juice addictions. troop can call upon a scientist to help.
However, the Blossoms discover that there is
another side effect—everyone has a serious Sales Rewards
case of the munchies that only a few boxes Everyone in town gets a serious case of the
of Blossom Bites can cure. munchies while they’re coming down from
their juice addition. Double the result of all
cookies sales checks for the next three days.

Brain Juice 35
Outline
This mystery could play out as follows.

1 - Gone Kitty Gone


One or more of the Blossoms wake up to a
strange quietness in their home. Upon
checking the living room, they realize all of
their hard-earned cookie sale money is gone,
along with their beloved pet cat. They soon
discover they're not the only ones, as reports
start pouring in from all over town of
homes being broken into and their valuables
and feline companions taken in the night.

2 - Total Cat-astrophe
Cat Burglars As the days go by, the town descends into a
frenzy as more and more homes are robbed.
Cats all over town are breaking into homes
The Blossoms set out on a mission to find
and stealing valuable objects. The Blossoms
their missing pets and recover the stolen
discover that there are nasty human villains
money. They question every neighbor and
behind this string of burglaries.
even post flyers. While searching, they notice
This mystery is intended for three to five
that there is a suspiciously high number of
Blossoms. Detective and Athlete Blossoms
stray cats around town. This discovery fuels
will be especially useful in this mystery.
their suspicions that something more sinister
is going on.
Background
Two notorious criminals, Max and Scarlett, 3 - I Know That Cool Cat
stole a mind control device from a secret The Blossoms are on the lookout for any
military lab with the intention of using it for clues that will lead them to the culprits. One
their own gain. The device is capable of day, they spot one of their missing cats out
controlling the minds of cats and was in the in the open. After succeeding on a TN 5
final stages of testing before the theft. Max Skill test, they quietly follow the cat to an
and Scarlett used the device to recruit local abandoned warehouse on the outskirts of
cats to sneak into nearby homes and steal town. The Blossoms immediately know
valuable items. They've been holed up in an something is not right, but they're not sure
abandoned warehouse on the outskirts of what they will find inside.
town, where they've been refining their
technique and gathering more valuable items 4 - Cat’s Out of the Bag
to fence. The Blossoms stumble upon their Upon arriving at the abandoned warehouse,
scheme and must stop them before they the Blossoms confront Max and Scarlett, the
become too powerful.

36 Chapter 4. Mysteries
two criminals who are behind the robberies. Rewards
The Blossoms demand answers, and they
learn that Max and Scarlett had stolen a Blossoms who successfully complete this
mind control device from a secret lab. Their mystery have the opportunity to earn one of
initial plan was to sell the device to the the following badges plus any other badges
highest bidder, but when they discovered the you feel are appropriate for their actions.
device could control the minds of cats, they They also have a chance to sell a few extra
decided to use them to do their dirty work cookies.
instead. However, they soon realize that
they've lost control of the cats, as they have Animal Companion Badge
taken the device and are using it to enhance Earn by: Winning a Scrap with an animal
their own intelligence. If the girls don’t try without resorting to violence.
to stop them, Max and Scarlett attempt to Benefit: +1 die to Charm tests made to
sneak away during the confusion. interact with animals.

5 - Catmaggedon Crimefighter Badge


Chaos has broken loose in town, as cats Earn by: Turning a criminal over to the
begin to take over the streets and attack proper authorities.
people. The Blossoms are on high alert and Benefit: Once per Cookie Selling Season, the
must act fast to save their town from the troop can call upon a police officer to
feline threat. They come to the conclusion help.
that the only way to stop the cats is to
destroy the mind control device. A Defender Badge
successful TN 5 Skill test reveals that the Earn by: Succeeding on a Toughness test
cats have taken over the local animal shelter, made to defend during a Scrap.
which is what they’re using as a base of Benefit: +1 die to Toughness tests made to
operations. defend during a Scrap.
6 - Into the Kitty’s Den Electrician Badge
The Blossoms embark on a dangerous Earn by: Making a successful Skill check
mission to enter the cats' lair and destroy the related to repairing or using electronics.
device. They face several obstacles, including Benefit: +1 die to Skill tests made to repair
a horde of angry cats and the realization or use electronic devices.
that one of their own cats is the leader of
the cat army. The device has 5 hit points Sales Rewards
and can also be disabled with a successful
The townsfolk rejoice after their cats return
TN 6 Skill test made during the Thinking
home. The Blossoms’ cookie sales results are
Phase.
doubled for the next seven days.

Cat Burglars 37
Outline
This mystery could play out as follows.

1 - Joey Sucks
During a great day of cookie sales, The
Blossoms encounter the neighborhood
bully, a despicable kid named Joey, who tries
to steal their earnings. If the Blossoms fail to
defeat Joey in a Scrap, he steals all their
money and leaves on his bike. If they defeat
him in a Scrap, he warns that he’ll get
revenge.
Later that evening, the Blossoms wake up
to the sound of two large bangs. The news
reports that two meteors landed somewhere
Cretaceous Crisis in town, one in the park and one near the
old dump. Since there was nothing at the
A time traveler crash lands in the Blossom’s crash sites, people suspect that the meteors
time period, causing all sorts of dinosaur- were destroyed on impact.
related chaos.
This mystery is intended for three to five 2 - The Time Traveler
Blossoms. Scout and Enforcer Blossoms will
When the girls are out selling near the old
be especially useful in this mystery.
dump, a stranger in a shiny metallic costume
surprises them. The stranger reveals that
Background they are a time traveler from the year 6100
Zane Vega, a time traveler from the year AD named Zane Vega. Zane tells the girls
6100 AD, was exploring the Late Cretaceous that they need to locate their time traveling
period when he accidentally got sucked into device, which they call the Chrono-Vortex.
a time rift and ended up crash landing in the If the girls believe them, Zane asks if they
Blossom's time period. His time traveling know where it could have crash landed. A
device, which resembles a handheld video successful TN 4 Skill test has the girls realize
game console, was separated from him and that the two meteor crashes must have been
crashed into another part of town where it Zane and the device.
was found by one of the town bullies,
named Joey. Joey's curiosity caused a rift in 3 - Joey Really Sucks
reality, creating a portal in the sky that The girls think to check the site where the
looked like a cloud. Pterodactyls started to other "meteor" landed, suspecting that the
fly through the portal and attack people in second crash site was where the Chrono-
the town. Zane needs to retrieve his device Vortex landed. The device is missing, but
from Joey and fix it to close the portal and there are bike treads. A successful TN 5 Skill
return to his own time period.

38 Chapter 4. Mysteries
test reveals that the bike prints belong to the Rewards
same bike that their bully, Joey, rides. They
should immediately suspect Joey has the Blossoms who successfully complete this
Chrono-Vortex, and must find him. mystery have the opportunity to earn one of
the following badges plus any other badges
4 - Pterodactyls! you feel are appropriate for their actions.
They also have a chance to sell a few extra
A cloud appears above town. It is actually a cookies.
time vortex through which pterodactyls
start to fly out and attack people. Zane
Animal Tamer Badge
believes that someone in town has stolen
their Chrono-Vortex and opened the portal. Earn by: Dealing damage to an animal
The Blossoms suspect Joey, who has likely during a Scrap.
been playing with it, thinking that it’s a video Benefit: +1 die to Skill or Toughness tests
game of some sort. made while fighting against animals.

5 - Joey Really, Really Sucks Compassion Badge


Earn by: Rescuing or saving an enemy.
The Blossoms need to track down Joey and
get the device from him. Joey, thinking the Benefit: Once per cookie selling season, the
device is a video game, accidentally sends troop can call upon an enemy to help. The
himself back to the Cretaceous Period where GM decides the enemy’s identity.
a hungry Tyrannosaurus Rex is ready to
eat him. He dropped the Chrono-Vortex in
Timekeeper’s Badge
the process, leaving it in the hands of the Earn by: Rescuing a time traveler or help
Blossoms. them return to their time period.
Benefit: Once per cookie selling season, the
6 - The T-Rex Predicament troop can call upon a time traveler to
help.
The girls must choose whether to help Joey
get back to the present or leave him in the Tracker Badge
Cretaceous Period. If they choose to help
him—despite him being an insufferable Earn by: Succeeding on a Skill test made to
turd—they must also ensure that the portal identify tracks.
is closed, and the dinosaurs do not follow Benefit: +1 die to Skill tests made to identify
them back to the present. If they choose not tracks.
to help him, they have to live with their dark
decision. Sales Rewards
Once the Blossoms come back to their After the Blossoms save Joey, they might be
time, Zane takes their Chrono-Device back, able to convince him to buy 2d6 boxes of
transports all escaped dinosaurs back to the cookies from them. Alternatively, Joey might
Cretaceous period, and returns to the future. help them on their sales runs, giving the
Blossoms +2 dice to their sales checks.

Cretaceous Crisis 39
Outline
This mystery could play out as follows.

1 - In The Weeds
Just before they start making sales for the
day, the Blossoms notice five men dressed as
gardeners in the park spraying chemicals on
the grass. One of them has an eye patch and
waves at them. A few minutes later, an old
lady hands them a Missing Persons flyer with
Dr. Grace Haverford on it, noting that Dr.
Haverford has been missing for two months.
When the Blossoms return from their sales
run, the park is overrun with curiously tall
dandelions, and the “gardeners” are gone.
Dandelions 2 - Blowing in the Wind
Dandelions start to grow aggressively all
over town, quickly consuming everything in Strong, tenacious supernatural dandelions
their path. start growing in every yard in the
This mystery is intended for three to five neighborhood. They’re larger and more
Blossoms. Scout and Enforcer Blossoms will jagged than normal. Plus, whenever
be especially useful in this mystery. someone tries to pull one out, it not only
remains in place, but grows larger and
Background
stronger in response. The same goes for
herbicides, trimming, and other methods—
A month ago, Dr. Grace Haverford, a nothing will kill the dandelions.
science professor at the local community
college, went missing. She was kidnapped by 3 - Invasive Species
a group of nature-god-worshipping cultists When the dandelions start growing on the
who sought her help in developing a magical floors, walls and ceilings of homes, the
fertilizer. With her expertise, the cultists government gets involved, sending dozens
created a potent formula and used it on of government agents. They want to
some dandelions in the park. The flowers quarantine the town. The Blossoms even
began to grow uncontrollably, and cutting hear that they might set the entire place
them only made them stronger. Dr. ablaze to kill the weeds. At some point in
Haverford was the only one who knew how this part of the story, the Blossoms spot the
to create the herbicide that could destroy the one-eyed gardener from earlier watching
plant. The cultists kept her captive to them from an orange car. When the
prevent her from sharing her knowledge, but Blossoms spot him, he flees.
alive just in case they needed her expertise
again.

40 Chapter 4. Mysteries
4 - Follow the Orange Car Rewards
With a successful TN 5 Skill test to perform Blossoms who successfully complete this
research, one of the Blossoms learns that mystery have the opportunity to earn one of
the orange car belongs to a man named Mal the following badges plus any other badges
Blackwood. He lives in a small house at the you feel are appropriate for their actions.
edge of town. Before the Blossoms can They also have a chance to sell a few extra
deliver the information to the authorities, a cookies.
massive supernatural dandelion, over 100
feet high, grows out of the center of the
Observant Badge
park. The authorities worry about what will
happen if it develops and its seeds spread. Earn by: Succeeding on a Skill test made to
Government officials start to evacuate the spot someone or something.
area, stating that they plan to use high- Benefit: +1 die to Skill tests made to spot
powered explosives to remove it. people and things.

5 - Mal Blackwood’s Place Supersneak Badge


Earn by: Succeeding on a Skill test made to
If the Blossoms escape the government
sneak past someone undetected.
agents, they can track down Mal
Blackwood. They learn that Mal and four of Benefit: +1 die to Skill tests made to hide or
his friends are adult cultists who worship a move quietly.
nature god called Nyarzeb. They’re holding
Dr. Haverford, a scientist, captive. If the
Weed-Killer
girls can free Dr. Haverford and escape the Earn by: Dealing damage to a plant or plant
cultists, Haverford tells them that she can creature during a Scrap.
create a magical trimec formula that will Benefit: +1 die to Skill or Toughness tests
destroy the dandelions. made while fighting against plants or plant
creatures.
6 - The Lion’s Tooth
Young Scientist Badge
Dr. Haverford concocts the magical trimec
and gives them a tank full of it. The Earn by: Successfully saving a scientist from
Blossoms and Dr. Haverford can use the danger.
trimec to cut a path to the park. The Benefit: Once per Cookie Selling Season, the
massive supernatural dandelion uses its troop can call upon a scientist to help.
roots to fight back, but the trimec inevitably
destroys it, causing it to wither and die Sales Rewards
before it can spread its seeds. After the Blossoms successfully defeat the
Dr. Haverford helps the authorities clear plant creature and save the town, their
out the rest of the supernatural dandelions, cookie sales are doubled for the next two
and eventually, the police catch Mal weeks—except for the Dandelion Delight
Blackwood and his accomplices. cookies, of course.

Dandelions 41
Outline
This mystery could play out as follows.

1 - In Dreams
Everyone in town appears to be exhausted,
including the Blossoms. The Blossoms soon
discover that a strange creature called Nyx, a
dreamweaver, has been appearing in their
dreams and instructing them to build
something. But what is Nyx, and why is it
doing this?

2 - Dream Warriors
The Blossoms think of a way to stop Nyx. A
successful TN 5 Skill test has them consider
Dreamweavers consulting with a sleep pathologist. The
Everyone in town experiences a dream pathologist suggests they try to experience
where they must help a bizarre creature build lucid dreaming and gives them details how.
some sort of device, The Blossoms can attempt to enter
This mystery is intended for three to five dreams using the tips the pathologist gave
Blossoms. Detective and Leader Blossoms them. It takes a successful TN 6 Charm test
will be especially useful in this mystery. to do it. While dreaming, all Toughness tests
are made using Charm tests instead, as the
Background
Blossoms have no physical form.
Although Nyx has a few dream minions
In the girls’ town, strange things have been protecting its works, the girls eventually
happening in people's dreams. They report confront the dreamweaver and learn that
being visited by a dreamweaver named Nyx, Nyx is actually a psychic girl named Lily
who encourages them to help construct a who’s been in a coma for several years.
strange object. However, these dreams aren't
just nightmares, as the townspeople soon 3 - The Nightmare Eater
discover that the object Nyx is having them Lily reveals that she has been sensing an evil
build is actually a powerful device capable of presence that is planning to attack people in
bending the fabric of reality itself. The their dreams, and she has been using her
source of the dreams is soon revealed to be powers to recruit people to help her build a
a young psychic girl named Lily who has psychic defense. She calls the evil presence
been in a coma for several years. Lily senses the Duke of Nightmares, and says that he
that something evil is coming to attack the feeds on the consciousness of others.
dreams of everyone in the town and she is Although this won’t kill anyone, it will leave
unable to stop it on her own. them in a soulless, hollow state from which

42 Chapter 4. Mysteries
they will never be able to recover. She Rewards
suspects that the Duke has been eating the
consciousnesses of the people in the Blossoms who successfully complete this
Blossoms’ town for years, which is why mystery have the opportunity to earn one of
adults never seem to notice or care when the following badges plus any other badges
strange things happen in the town. you feel are appropriate for their actions.
They also have a chance to sell a few extra
4 - Waking from the Dream cookies.
The Blossoms aren't the only ones who learn
Dream Warrior Badge
about Lily's true form. The Duke of
Nightmares sends an envoy to Lily’s doctors, Earn by: Winning a scrap in a dream.
warning them that it’s Lily who’s making it Benefit: +1 on all tests made to make attacks
so everyone is exhausted due to the work in dreams.
they perform in their dreams. The doctors
decide to change Lily’s medication, which Dreamweaver’s Ally Badge
will potentially suppress Lily’s powers. Earn by: Rescuing a dreamweaver from
harm.
5 - Save Lily Benefit: Once per Cookie Selling Season, the
Lily warns the Blossoms that if the doctors troop can call upon a dreamweaver to
succeed in suppressing her powers, she won't help.
be able to stop the dangerous entity from
attacking everyone in their dreams. If the
Follow Your Dreams Badge
Blossoms believe Lily, they will need to get Earn by: Experiencing a lucid dream.
into Lily’s hospital room and protect her Benefit: +1 die on all tests made to enter a
from the adults. It’s possible, too, that they lucid dream state.
don’t trust Lily. They must make a
decision—the fate of the town is in their Researcher Badge
hands. Earn by: Succeeding on a Skill test to
perform research on a subject related to
6 - The Duke of Nightmares the mystery.
If the Blossoms prevented the doctors from Benefit: +1 die on Skill tests made to
suppressing Lily’s powers, the evil perform research.
dreamweaver, the Duke of Nightmares,
arrives in their dreams, and Lily uses the Sales Rewards
device to hold him back. But if the If the girls convince the doctors at Lily’s
Blossoms didn’t help Lily, the Duke of hospital that they were duped by the Duke
Nightmares gets past her defenses and of Nightmares, they might buy a few boxes
consumes the consciousnesses of hundreds of cookies to make up for their
of people in the town. The Blossoms are embarrassment. The girls can make a single
spared, but many of their friends, family cooking selling check, doubling the results
members, teachers, and other adults aren’t. of each success.

Dreamweavers 43
Outline
This mystery could play out as follows.

1 - Funeral for an Uncle


One of the Blossoms’ relatives dies and the
girls are invited to the funeral. They learn
that the relative died drowning in a freak
accident when his truck crashed into a lake
near the industrial section of town. Their
uncle was a construction worker on a new
factory. A wealthy business man named
Monty Downs is at the funeral, shaking
hands with everyone.

2 - Another Drowning
Dwellers in the Lake A few days after their relatives’ funeral,
Monty Downs drowns in the same lake.
Strange singing starts to come from the
Curiously, the police don’t seem to think
nearby lake, luring humans into the water---
there is a connection, just a strange
nobody comes back.
coincidence.
This mystery is intended for three to five
Blossoms. Athlete and Enforcer Blossoms
will be especially useful in this mystery. 3 - Lake Trip
If the girls think to explore the lake, they
Background remember traveling to the lake, but they
don’t actually remember their time at the
The lake is home to a community of lake. They all wake up the next day with no
rusalkas, a type of water spirit. They have recollection of the event. However, they
been using their enchanting voices and notice that they have mud on their boots and
beauty to lure unsuspecting humans into the one of them is missing their scarf. If they
lake and drown them. Why are they doing try to go again, the same thing keeps
this? It turns out that the Blossoms' town is happening. They remember going—but
planning to build a new factory near the lake, don’t remember leaving.
which would cause untold damage to the
ecosystem and the mermaids' way of life. In 4 - Welcome Back
an effort to protect their home, the normally If the girls can’t figure out why they keep
peaceful rusalkas have resorted to extreme blacking out any time they go to the lake, a
measures, luring the builders into their lake deaf friend of theirs, Molly, notes that she
and drowning them. saw all of them arrive at the lake. She tells
the Blossoms that they looked dazed while
they stood on the shore. Then, three women

44 Chapter 4. Mysteries
covered in silver fish scales stepped out of Rewards
the lake. Although Molly couldn’t hear them,
she could tell that they were singing. The Blossoms who successfully complete this
singing seemed to put the girls in a trance. mystery have the opportunity to earn one of
After a few minutes of conversation with the the following badges plus any other badges
singing fish-women, the Blossoms left the you feel are appropriate for their actions.
lake. Unfortunately, there are no sales-related
rewards for this mystery.
5 - Plug Your Ears
Compassion Badge
At this point, the girls might get the idea to
go back to the lake with their ears plugged. Earn by: Rescuing or saving an enemy.
If they do, the lake women appear before Benefit: Once per cookie selling season, the
them. The women are rusalkas, and they’re troop can call upon an enemy to help. The
using their enchanting voices to force people GM decides the enemy’s identity.
working at the construction site to drown
themselves in the lake. The factory will Nature’s Ally Badge
pollute the lake the rusalkas live in, and they Earn by: Doing something that helps
want to make it stop. The rusalkas ask the improve the environment.
girls to help them stop the corporation. Benefit: +1 die to Charm tests related to
interacting with people or creatures with
6 - Man Versus Nature close ties to nature.
The Blossoms must decide who they should
help. On one hand, the rusalkas are Negotiator Badge
murdering people. They even killed one of Earn by: Successfully talking your way out
the Blossoms’ relatives. On the other hand, of a Scrap.
the rusalka’s home is threatened and they Benefit: +1 die to Charm tests made to talk
feel that they have no choice. The rusalkas your way out of a Scrap.
are unable to leave the lake, so if it is
destroyed and polluted, they won’t be able to Sales Rewards
do anything about it. The only way to earn bonus sales rewards in
If the girls wish to stop the rusalkas, they this mystery is if the girls decide to work
will likely need the help of the police or any alongside the corporation instead of the
monster hunters that they know. rusalkas. For assisting the factory builders,
If they hope to shut down the factory the girls earn 6d6 additional sales of cookies.
construction, they may need to make a few Unfortunately, rusalkas only like to eat algae
Charm tests to convince the adult and fish. Nor do they carry wallets.
stakeholders involved to turn away from the
project—neither one of these choices are
easy.

Dwellers in the Lake 45


Outline
This mystery could play out as follows.

1 - The Pale Limo


One of the girls sees a white limo pull up,
and she's the only one that can see it. The
driver steps out, carrying a sign with the
name of the Blossom who can see him. He's
sloppily dressed and looks incredibly
distressed. The Blossom can't shake the
feeling that something is terribly wrong.

2 - Your Time Is Up
If the Blossom confronts him, he explains
that he is a grim reaper named Kevin and
Kevin the Reaper that it's her time to die. He tells her that she
shouldn't be so worried, because she's had a
One of the Blossoms notices a strange man
long and fruitful life. If the Blossom asks
following her around. It turns out that the
questions, Kevin explains that he's there to
man is a grim reaper, and is there to collect
pick up a woman with her name who has
her soul.
lived for 93 years. Obviously, there has been
This mystery is intended for three to five
some kind of mix-up.
Blossoms. Athlete and Enforcer Blossoms
will be especially useful in this mystery.
3 - Kevin’s Mistake
Background The Blossom is likely to protest, telling
Kevin that it's not her time. Kevin explains
Kevin is a brand new grim reaper and has that even if there has been some sort of
already run into trouble. Someone, whose mix-up, he's already on probation and that
identity is unknown, has managed to swap his superiors will likely banish him to Planet
their name with that of one of the Blossoms Mercury if he messes up again. The
in Kevin's ledger to avoid death. Realizing Blossoms will need to convince him to let
there has been a mistake, Kevin is too afraid her go—a successful TN 4 Charm test
to admit it to his superiors and decides to should do it. When he finally surrenders, he
give the Blossom 24 hours to rectify the gives the Blossoms 24 hours to find the
mistake. If the mistake is not fixed within correct soul, or he'll have to collect
the given time, he will be forced to take the regardless. Sure, it’s not fair, but what can
Blossom's life. The stakes are high for they do? This is the grim reaper, after all.
Kevin, and he must navigate this tricky
situation to avoid making a grave error in his
new job.

46 Chapter 4. Mysteries
4 - The Name Game Rewards
Have the Blossoms perform research using Blossoms who successfully complete this
whatever means they have available (the mystery have the opportunity to earn one of
library, internet, and so forth). With a the following badges plus any other badges
successful TN 5 Skill test, they learn that you feel are appropriate for their actions.
there's someone else in town who has the They also have a chance to sell a few extra
exact same name as the Blossom marked for cookies.
death. They realize that the person who was
supposed to die was likely the other person,
Elder Care Badge
and they have to find a way to fix the mix-up
before it's too late. Earn by: Assisting or helping with an elder
in some way.
5 - Clever Girl Benefit: +1 die to Charm tests made to
interact with elderly people.
The Blossoms go to confront the real person
who is about to die at her home. The lady is Running Badge
93 years old. If they explain the situation,
Earn by: Successfully fleeing from a Scrap
the woman says that she understands and
or catch a fleeing enemy.
tells them that she's going to go collect her
things. If the Blossoms get suspicious, allow Benefit: +1 die to Toughness tests made to
them to make a TN 6 Charm test. On a run during the Running Phase.
success, they can tell that the old lady isn’t
quite ready to leave this life. She tries to
Researcher Badge
escape on her motorized wheelchair. It’s Earn by: Succeeding on a Skill test to
much faster than it looks and the old lady is perform research on a subject related to
able to get down to the end of the block the mystery.
before the Blossoms even notice that she’s Benefit: +1 die on Skill tests made to
gone. perform research.

6 - Don’t Fear the Reaper Sales Rewards


The Blossoms will have to chase the old lady Although Kevin the Reaper can’t eat cookies,
(adult) down, likely making a few running it’s not too hard to convince him to purchase
checks during a Scrap to catch her. When cookies as a way to apologize for his screw-
they finally catch up to her, she surrenders. up. Have the Blossoms make a group TN 4
Just then, Kevin appears and takes her with Charm test. Kevin buys two boxes of
him to the afterlife. The Blossoms have cookies for every success.
successfully fixed the mix-up, but they're left
wondering what will happen to Kevin and
whether he'll be able to keep his job as a
grim reaper.

Kevin the Reaper 47


Outline
This mystery could play out as follows.

1 - Cherry Pie
After a run-in with a local bully, the
Blossoms notice strange behavior in the
townsfolk, such as increased strength and
stamina, and realize that something unusual
is happening in the town. After investigating,
they find that this all started after people
went to Bram's diner to eat pie.

2 - Killer Service at Bram’s


The girls head to Bram’s diner. Everything
seems normal. There is a large plaque on the
Let’s Get Pie at Bram’s wall that reads “Employee of the Month:
People all over town begin to exhibit Leandra” with dozens of candles around it,
supernatural powers. While these new almost like an altar. Before they leave, the
abilities may seem great at first, the girls girls notice a man in a black hat leaving the
quickly learn there is a dark secret behind place in a truck.
them. Additional Hook: The man is the
This mystery is intended for three to five monster hunter Nathaniel Cross, who
Blossoms. Entrepreneur and Enforcer appears in the mystery “Mrs. Mayfield’s
Blossoms will be especially useful in this Secret.” If you prefer, it can be a different
mystery. monster hunter.

Background 3 - Night Owls


The Blossoms notice a decline in sales due
Countess Leandra, a vampire who has been to the townsfolk sleeping during the day.
sleeping for centuries, is now hungry for There’s also lower school attendance, even
fresh blood. After taking a job as a night with the teachers. It gets so bad that they
shift waitress at a 24-hour diner called lump all the students into a single classroom.
Bram’s, Leandra starts to turn locals into Despite this, nighttime sports games are still
vampires, causing a strange epidemic in the popular. The girls should become intrigued
town. The bitten people start to experience when they notice that the people's newfound
supernatural powers, such as increased powers are on display during those sporting
strength, speed, and agility. However, they events. Once more they notice the man in
are fiercely obedient to Leandra, and the hat at the event. If they haven’t already,
continue to lurk around Bram’s Diner. they can approach him and learn that he is a
Leandra hopes to build an army of vampires monster hunter named Nathaniel Cross.
under her command.

48 Chapter 4. Mysteries
Cross reveals his belief that everyone is Rewards
turning into vampires and that the diner is
the source. Blossoms who successfully complete this
mystery have the opportunity to earn one of
4 - Vampire Hunt the following badges plus any other badges
you feel are appropriate for their actions.
Cross enlists the Blossoms' help to take Unfortunately, there are no sales-related
down the vampires, despite the danger. He rewards for this mystery.
explains that many of his fellow hunters
were recently arrested (possibly by the girls
Hunter’s Helper
during “Mrs. Mayfield’s Secret”), leaving him
with few options. When the girls agree, he Earn by: Earning the trust of a monster
arms them with wooden stakes, garlic, and hunter.
holy water. Holy water can be thrown (short- Benefit: Once per Cookie Selling Season, the
range) and deals 2 damage to a vampire on a troop can call upon a monster hunter to
hit. Garlic reduces the TN to attack and help.
defend against vampires that can smell it.
Stakes deal 4 damage to vampires on a hit. Locksmith Badge
Earn by: Succeeding on a Skill test made to
5 - Let’s Get Pie at Bram’s open a lock.
If they agree to help Cross, the monster Benefit: +1 die to Skill tests made to open
hunter and the Blossoms head to the diner. locks.
The wise choice is to go there in the day,
when they’re all resting. Although the diner
Negotiator Badge
is mostly empty, there are still a few Earn by: Successfully talking your way out
vampiric minions there which the girls will of a Scrap.
need to fight or avoid. Inevitably, the girls Benefit: +1 die to Charm tests made to talk
learn that the waitress, Leandra, is the head your way out of a Scrap.
vampire. She keeps her coffin in the walk-in
cooler. Sports Badge
Earn by: Successfully making an attack with
6 - Employee of the Month a melee weapon during a Scrap.
If they can't defeat Leandra in a fight, the Benefit: +1 die to attacks made with melee
Blossoms may have to convince her to weapons during a Scrap.
release her hold on the townpeople. Despite
her vampiric nature, Leandra is actually Sales Rewards
reasonable. One of the Blossoms can make a It will take a few days for the folks of the
Blossoms’ town to recover from their
TN 6 Charm test to convince her to leave vampiric state. During that time, they all feel
town. Defeating her in a Scrap will force her hungover and sick. Fortunately, the best cure
to reconsider her ways and agree to leave on for a hangover is a box of Blossom Bites.
peaceful terms, releasing the townsfolk from Double the girls’ cookie sales results for the
their vampiric state. next 3 days.

Let’s Get Pie at Bram’s 49


Outline
This mystery could play out as follows.

1 - The Murder of Emily Mayfield


The Blossoms learn that a Brave Blossom
from another troop, Emily Mayfield, was
seemingly killed by a wild animal. Her
grandmother is also missing, and strange
symbols were found near the crime scene,
hinting at something more sinister.
Additional Hook: One of the Blossoms’
family members, teachers, or even a school
principal may be wearing a piece of jewelry
or have a tattoo that matches the symbols
found at the crime scene.
Mrs. Mayfield’s Secret
A gruesome murder and the disappearance 2 - The Stranger
of the town's most beloved elderly woman The Blossoms witness a creepy-looking man
leads the Blossoms to a mysterious cabin at wearing a wide-brimmed hat and long black
the edge of town where they discover a dark coat walking around the neighborhood. He
secret. seems suspicious and is always looking
This mystery is designed for three to five around. They later see him talking to the
Blossoms. Detective and Scout Blossoms police and investigating the crime scene. The
will be especially useful in this mystery. man is Nathaniel Cross, and he is a monster
hunter. Whenever the Blossoms go near, he
Background flees. If they catch him, he lies, telling them
that he’s just a reporter from another town.
Margaret Mayfield is a beloved member of
the community, known for her kind heart 3 - Mrs. Mayfield’s House
and gentle spirit. However, she harbors a
The Blossoms arrive at Mrs. Mayfield's
dark secret: she is a werewolf. For years, she
empty house, which has already been
has been able to control her powers, but she
investigated by the police. As they survey the
recently lost control and killed her own
area, they see the suspicious Nathaniel Cross
granddaughter, Emily. Mrs. Mayfield’s fellow
leaving. If they choose to investigate further,
pack members are keeping her hidden in a
they can find a clue revealing Mrs. Mayfield's
cabin at the edge of town. However, a
current location with a successful TN 5 Skill
werewolf hunter is hot on her trail, making
test. There is a photograph of her with six
her situation all the more dangerous. The
other women standing by a cabin in the
Blossoms must find a way to help Mrs.
woods. The strange symbols seen at Emily’s
Mayfield before the hunter finds her first.
murder site are written on the back of the

50 Chapter 4. Mysteries
photograph. Rewards
Additional Hook: At least three more
Blossoms who successfully complete this
women that the Blossoms know are in the
mystery have the opportunity to earn one of
photo.
the following badges plus any other badges
you feel are appropriate for their actions.
4 - Cabin in the Woods They also have a chance to sell a few extra
A successful TN 6 Skill test made to cookies.
research the cabin’s locations leads the
Blossoms to a cabin in the woods where they Bravery Badge
encounter six women wearing jewelry
Earn by: Getting injured during a Scrap.
bearing the same symbols left at the crime
scene. They've seemingly trapped a wild Benefit: Whenever you suffer an injury, you
animal in a back room. The Blossoms can choose to suffer embarassment or
discover the women are werewolves and stress instead so long as you aren’t
Mrs. Mayfield is the trapped animal, unable exhausted.
to transform back to human form. The
women plan to perform a ritual to cure her.
Pack Leader Badge
Earn by: Earning the trust of the werewolf
5 - The Ritual pack.
Benefit: Once per Cookie Selling Season, the
The Blossoms help the werewolf pack with
troop can call upon a werewolf to help.
the ritual, but they are interrupted by a
group of ten monster hunters in trucks, led Running Badge
by Cross. The women fight back and ask the
girls to protect Mrs. Mayfield. Inevitably, Earn by: Successfully fleeing from a Scrap
Mrs. Mayfield breaks out and helps her or catching a fleeing enemy.
fellow werewolves, but she’s gravely injured Benefit: +1 die to Toughness tests made to
by Cross in the process. Mrs. Mayfield run during the Running Phase.
reverts to human form before she dies,
lamenting the death of her granddaughter. Sleuthing Badge
The werewolves manage to escape from the Earn by: Successfully finding a clue or
hunters in one of their own vehicles. noticing a detail that aids in solving the
mystery.
6 - Can You Keep a Secret? Benefit: +1 die to Skill tests made to notice
After burying Mrs. Mayfield, the details and solve puzzles.
werewolves ask the Bossoms to keep their
Sales Rewards
pack a secret. Nathaniel Cross leaves a
warning before departing, indicating that he The girls could blackmail Nathaniel Cross or
will be keeping an eye on the town. The the werewolf pack with a TN 6 Charm test,
Blossoms must also deal with the aftermath selling 6d6 boxes of cookies with a
of the attack and come to terms with the successful result (for $5 each) or half as
loss of Emily Mayfield. many with a failed result.

Mrs. Mayfield’s Secret 51


Outline
This mystery could play out as follows.

1 - Locker 0666
One of the Blossoms gets assigned an old
rusty locker numbered 0666 by a creepy
teacher or member of the administration.
Inside the locker, the Blossom discovers a
crumbling, stained textbook titled
“Demonology.”
Even if she chooses not to take it with
her, the book keeps showing up in her
backpack, in her desks, at home, and
everywhere else she goes.

The Meanie Dead 2 - The Summoning


The Blossoms discover an old, creepy Inevitably, someone decides to read from the
textbook that has the power to open a book. One of the Blossoms can do this with
gateway to the realm of the dead. a successful TN 6 Skill test. If the Blossoms
This mystery is intended for three to five refuse to do it, a sibling, bully, or some other
Blossoms. Athlete and Enforcer Blossoms person close to them does it instead. Once
will be especially useful in this mystery. the passages from the book are read, all hell
starts to break loose. The skies turn black,
Background
swarms of locusts appear, blood runs from
taps, and so forth.
Five-and-a-half years ago, a group of occult-
obsessed students hid a textbook called 3 - First Possession
Demonology into locker 0666. The book Shortly after someone reads from
was a dangerous, indestructible text that Demonology, someone close to the girls
contained the power to open a gateway to becomes possessed by a malevolent spirit,
the realm of the dead. Recently, a witch transforming them into a possessed kid.
named Morgana took a job as a substitute Right away, the possessed person creates
teacher at the school, hoping to get ahold of all sorts of chaos. When a Scrap finally
Demonology. Morgana knows that the only occurs, the girls must decide if they want to
way to access the book’s magic is if an fight their possessed friend, subdue them, or
innocent person reads from the text. Now, find another way to revert them to normal.
she hopes to pass the locker over to a If the girls think to destroy the book,
student whose curiosity will lead them to they quickly find out that the book is
inadvertently unlocking the book’s dark completely indestructible.
magic.

52 Chapter 4. Mysteries
4 - The Book is Gone Rewards
Inevitably, the Blossoms will think to fetch Blossoms who successfully complete this
the book and look for a spell to reverse the mystery have the opportunity to earn one of
summoning. Unfortunately, the book is the following badges plus any other badges
missing. When the girls investigate the area you feel are appropriate for their actions.
where they were keeping it, a successful TN They also have a chance to sell a few extra
5 Skill test reveals that the book was stolen cookies.
by someone. People around town report that
there seems to be strange clouds forming
Bravery Badge
over top of the school, hinting that the book
might be there. Earn by: Getting injured during a Scrap.
Benefit: Whenever you suffer an injury, you
5 - Opening the Portal can choose to suffer embarassment or
The same person who assigned the Blossom stress instead so long as you aren’t
locker 0666 is the one responsible for exhausted.
stealing the book. She reveals that she is
Defender Badge
Morgana, a witch. Joining her are a handful
of adult minions. She’s returned to locker Earn by: Succeeding on a Toughness test
0666 and hopes to create a gateway to the made to defend during a Scrap.
world of the dead. She reveals that the Benefit: +1 die to Toughness tests made to
book’s magic could not be accessed until an defend during a Scrap.
innocent read from it.
The girls will have to Scrap with the Quick Thinking Badge
minions to try to stop the ritual. If they can’t Earn by: Successfully thinking your way out
finish the Scrap in 3 rounds, Morgana of a Scrap.
successfully opens the portal to the world of Benefit: +1 die to Skill tests made to think
the dead. your way out of a Scrap.

6 - Realm of the Dead Sports Badge


If the girls failed to stop the ritual to open Earn by: Successfully making an attack with
the gateway to the realm of the dead, a melee weapon during a Scrap.
harmful spirits and minor demons begin Benefit: +1 die to attacks made with melee
to enter their world. They still have a chance weapons during a Scrap.
to stop the portal, but the book says that the
only way to close the door is if someone Sales Rewards
from the world of the living willingly enters People who recognize that the girls are the
the realm. The girls must make a difficult heroes of this adventure will reward the girls
choice: are any of them willing to step into by ordering some extra cookies from them.
the world of the dead, potentially becoming Double the results of all cookies sales tests
trapped for all eternity, to save the world? for the next three days.

The Meanie Dead 53


Outline
This mystery could play out as follows.

1 - Abby
One of the Blossoms or their siblings
receives the doll, Abby, as a gift from an
older relative. Right away, they start to notice
strange things about the doll. It seems to
move when no one is watching it, candles
flicker, and other odd occurrences take place.
The Blossoms investigate, and the doll
reveals that it is actually sentient and can talk
and move on its own.

2 - Deceitful Doll
My Doll, Abby If confronted, the possessed doll lies,
saying that it's actually the ghost of a little
A possessed doll starts to cause trouble in
girl who was trapped by witches. It hopes to
town.
free itself and “go to heaven,” but it can
This mystery is intended for three to five
only do this by performing a ceremony. It
Blossoms. Athlete and Enforcer Blossoms
just needs a little help. If the Blossoms don’t
will be especially useful in this mystery.
think to detect its lies with a TN 6 Charm
test, the Blossoms may feel sorry for the
Background supposed ghost and offer to help her.
Two hundred years ago, a coven of witches However, as they get closer to the ceremony,
summoned the demon, Abbadon, and they start to realize that something isn't
trapped him within a victorian doll. Quickly right. When it's too late, they realize that the
recognizing that they had made a mistake, doll has been lying all along and they have
they stored the doll in an old trunk and been aiding in its plan for freedom. If the
sealed it with protective magic. They then girls do see through Abby’s lies, Abby
placed the trunk in the attic of their home, escapes and finds a group of teenagers in a
hoping time would forget it. As time went heavy metal band to help her. Those
on, the witches grew apart. Eventually, the teenagers become Abby’s adult minions.
witch who owned the house died. A local
antique collector purchased the trunk in an 3 - All Hell Breaks Loose
estate sale and placed it in her shop. Not The doll unleashes its demon magic on the
recognizing the danger of the doll, she town, causing destruction and chaos
unlocked the trunk and sold the doll to a everywhere it goes. Minor demons appear,
friend of hers—one of the Blossoms’ older attacking the townspeople and the Blossoms.
relatives. The Blossoms must band together to stop

54 Chapter 4. Mysteries
the possessed doll before it destroys Rewards
everything they know and love. They may
need to use their combined skills and Blossoms who successfully complete this
knowledge to come up with a plan to mystery have the opportunity to earn one of
neutralize the doll, all while avoiding its the following badges plus any other badges
attacks and traps. you feel are appropriate for their actions.
Unfortunately, there are no sales-related
4 - The Woman in the Green Hat rewards for this mystery.
If the girls don't realize that the doll is a
demon or they can’t think of a good way to Bravery Badge
stop it, they're contacted by a woman in a Earn by: Getting injured during a Scrap.
large green hat. She is a witch, one of the Benefit: Whenever you suffer an injury, you
original who helped trap the doll. The can choose to suffer embarassment or
Woman in the Green Hat hopes to recapture stress instead so long as you aren’t
the doll and store it once more in the trunk exhausted.
with sigils. She explains that the doll, who is
Abbadon, a powerful demon, wants to find a Lie Detector Badge
new host, but can only perform the ritual Earn by: Succeeding on a Charm test made
when there is a new moon and needs a to determine if someone is telling the
proper host. truth or not.
Benefit: +1 die to Charm tests made to see
5 - The Ritual through lies and deception.
Abbadon captures one of the Blossom's
siblings (he prefers male, but is flexible) with Sports Badge
the hopes to possess them. The Blossoms Earn by: Successfully making an attack with
can follow Abbadon back to the location of a melee weapon during a Scrap.
the ritual, the tallest hill in town. The Benefit: +1 die to attacks made with melee
Blossoms must navigate the treacherous weapons during a Scrap.
terrain, avoiding Abbadon's adult minions
and traps, all while trying to rescue their Witch’s Familiar
friend. Earn by: Earning the trust of a witch.
Benefit: Once per Cookie Selling Season, the
6 - Put the Doll Away troop can call upon a witch to help.
The only way to stop Abbadon is to get into
a Scrap with the doll and lock him back in Sales Rewards
the trunk. After casting a few more The Woman in the Green Hat loves
protection spells on the trunk, The Woman Blossom Bites. So long as the girls earn her
in the Green Hat suggests that they toss the trust, she’s willing to buy 6d6 boxes (for $5
trunk into the nearby lake. each).

My Doll, Abby 55
Outline
This mystery could play out as follows.

1 - The Carnival Comes to Town


The Mystic Masquerade comes to town,
creating an excellent cookie sales
opportunity for the troop. While there, one
of their friends or family members has a
trinket stolen from them. And that’s not the
half of it: the next day, the Blossoms
discover a goblin where their friend or
family member should be. Little do they
know that it’s actually their friend or family
member who was transformed.

The Mystic Masquerade 2 - My Brother, the Goblin


Eventually, the goblin tries to communicate
The Blossoms visit a carnival that has come
with the Blossoms. The transformed person
to town and discover that the performers are
can’t speak their native tongue anymore and
actually shape-shifting goblins.
can only say the word “Woggle!” A Blossom
This mystery is intended for three to five
can succeed on a TN 6 Skill check to come
Blossoms. Enforcer and Athlete Blossoms
up with a way to communicate with the
will be especially useful in this mystery.
victim. Once communication opens, the
victim explains who they are and suspects
Background that the carnival’s workers might be the ones
The goblins, a tribe of mischievous behind it. They also explain that they can
creatures, disguise themselves as a traveling feel their mind changing, becoming more
carnival to go unnoticed. They seek to steal chaotic and goblin-like.
personal items from carnival goers to use for
their own twisted purposes. Once a goblin 3 - Visiting the Carnival
possesses an item, they can switch physical If the Blossoms think of going back to the
states with the victim, leaving them scared Carnival, they will need to be careful. The
and alone as their friends and family view carnival workers are a mix of goblins
them as a monster. The goblins' goal is to transformed into adults and goblins still in
convert as many people as possible and their normal form. None of them can be
establish their new community. They only trusted. Have the Blossoms make a lot of
stay in one location for three days. They then Skill and Charm tests to get past the carnies.
vanish, leaving only chaos behind. They might even have to Scrap a few times
Fortunately, the goblins have a weakness: to get past them. While sneaking around,
they can’t stand the smell or touch of they learn that the goblins hope to convert
pickles. the whole town. They also learn that after a

56 Chapter 4. Mysteries
human transforms into a goblin, they only Rewards
have three days to reverse the curse, or they
permanently join the Mystic Masquerade. Blossoms who successfully complete this
Plus, there is only one thing that can change mystery have the opportunity to earn the
a goblin back: pickle juice. If they can find following badges plus any other badges you
the goblin who stole their friend/family feel are appropriate for their actions. They
member’s body, they can use pickle juice to also have a chance to sell a few extra cookies.
force them out.
Lie Detector Badge
4 - Getting Help Earn by: Succeeding on a Charm test made
If the Blossoms think to get some help from to determine if someone is telling the
police officers or other adults, they quickly truth or not.
discover that the goblins have already Benefit: +1 die to Charm tests made to see
infiltrated the police department and many through lies and deception.
of their parents. They won’t know who to
trust. They’ll need to rely on pickle-juice Quick Thinking Badge
tests and lots of Skill tests to find people Earn by: Successfully thinking your way out
they can trust. But even with the goblin of a Scrap.
reverted, they still need to find the actual Benefit: +1 die to Skill tests made to think
person who was replaced who the goblins your way out of a Scrap.
have been capturing.
Sales Badge
5 - Arming Themselves Earn by: Earning $20 or more selling
A successful TN 4 Skill test recalls that there cookies in one day.
is an old lady in the neighborhood who has a Benefit: +1 die to Charm tests made to sell
basement full of pickles she’s made herself. goods and services, including cookie sales.
The Blossoms must break into the house
and steal the pickles. Of course, they will Translator Badge
have to deal with goblin bodysnatchers Earn by: Finding a way to communicate
along the way. with someone that doesn’t speak the same
language as you.
6 - Go Away, Goblins! Benefit: +1 die to Skill tests made related to
Armed with pickles, the girls return to the understanding someone who doesn’t
carnival. Every time they use a pickle against speak your language.
a human-looking carnival worker, they revert
into weak goblins who immediately flee. Sales Rewards
Then, each person whose body the goblin The carnival is a great opportunity to sell
stole reverts to their human form and joins cookies. The girls earn three times as many
the girls in the fight. Eventually, the goblins sales from their Charm tests to sell cookies
use their magic to move the carnival away the first day of the carnival.
from the town, realizing that they’ve lost.

The Mystic Masquerade 57


Outline
This mystery could play out as follows.

1 - Triple A Salad
The Blossoms become suspicious when Mr.
Johnson starts to act strangely. They notice
that he's been eating batteries in the teacher's
lounge, which they find to be quite unusual
behavior (even for a math teacher). If they
confront Mr. Johnson about it, he mentions
that while it might seem weird, he’s never felt
better. He started feeling this way after he
went on a hiking trip.

2 - I’ve Got the Power


Robo-Teacher As time goes on, Mr. Johnson becomes
more and more robotic, with strange powers
One of the Blossom’s teachers is slowly
and abilities that seem to be growing by the
transforming into a robot. The Blossoms
day. He can access the internet with just his
must find a way to change him back.
mind and turn off the lights with just a snap
This mystery is intended for three to five
of his fingers. Although he seems happy, the
Blossoms. Detective and Entrepreneur
Blossoms and the school guidance
Blossoms will be especially useful in this
counselor, Ms. Rodriguez, start to become
mystery.
worried about him. However, it's apparent
that Mr. Johnson has developed a crush on
Background Ms. Rodriguez—the lights get a little brighter
Mr. Bill Johnson, a beloved teacher at the any time she’s near.
local high school, went on a hiking trip and
accidentally stumbled upon a top-secret 3 - Here Comes the Feds
government experiment. Unknowingly, he Government agents suddenly show up at
became the test subject and started the school, interviewing the teachers and
experiencing strange changes. It started looking for someone. They show a particular
small, with wires appearing under his interest in Mr. Johnson, who is conveniently
fingernails and strange bolts on his arms, but absent that day. They have with them a
it's getting worse. He's slowly transforming scientist who mentions that something may
into a robot. Meanwhile, he's developed an have happened to him that has the potential
obsession with Espy Rodriguez, the school to make him increasingly erratic. Ms.
guidance counselor, and hopes to convert Rodriguez grows even more concerned
her into a robot as well. As he becomes about his well-being.
more and more machine-like, his behavior
becomes erratic and dangerous.

58 Chapter 4. Mysteries
4 - He’s a Car Guy Rewards
The Blossoms track down Mr. Johnson's Blossoms who successfully complete this
house and find evidence of his mystery have the opportunity to earn one of
transformation into a robot: there are half- the following badges plus any other badges
eaten batteries everywhere, and he’s pulled you feel are appropriate for their actions.
all his electronics apart. When they They also have a chance to sell a few extra
encounter him, he merges with his car and cookies.
speeds away. A Blossom who succeeds on a
TN 5 Skill test to make observations notices
Electrician Badge
that he’s headed back toward the school.
Earn by: Making a successful Skill check
5 - Save Ms. Rodriguez related to repairing or using electronics.
When the Blossoms return to school, they Benefit: +1 die to Skill tests made to repair
discover that Ms. Rodriguez has been or use electronic devices.
captured by a strange-looking car. Just then,
Negotiator Badge
the town experiences a brown out, hinting
that something is happening at the power Earn by: Successfully talking your way out
station. The federal agents leave immediately, of a Scrap.
headed that way. A Blossom that succeeds Benefit: +1 die to Charm tests made to talk
on a TN 3 Skill test knows a shortcut to get your way out of a Scrap.
to the power station before the feds do.
Matchmaker Badge
6 - Power Station Showdown Earn by: Helping two people fall in love
The Blossoms find Mr. Johnson at the power with each other.
station, where he is trying to convert Ms. Benefit: +1 die to Skill tests to sense
Rodriguez into a robot like him. The whether or not someone has a crush or is
government agents arrive, but they can't in love with someone.
reach Mr. Johnson to give him the antidote.
The Blossoms will need to convince the Teacher’s Pet Badge
half-robot Mr. Johnson that he’s not well Earn by: Saving a teacher from harm.
and needs the scientist’s cure, doing so with Benefit: Once per Cookie Selling Season, the
a few TN 5 Charm tests. Once they troop can call upon a teacher to help.
convince him to accept the cure, the
government agents cure him and he returns Sales Rewards
to normal. The government agents ask the The government agents are willing to
Blossoms and the teachers for their purchase plenty of cookies to ensure that
discretion—and they’re willing to buy a few the Blossoms and the teachers don’t tell
boxes of cookies just to make sure they anyone about their experiments. Have the
don’t say anything. Blossoms make a group Charm test. They
sell 3 boxes of cookies for every success
they gain.

Robo-Teacher 59
Outline
This mystery could play out as follows.

1 - The Five Daniel Kims


Five men turn up dead in nearby towns.
Although they have different facial hair and
other distinguishing features, they all look
exactly like one of the schools' gym teachers,
Mr. Daniel Kim. When the Blossoms go to
school the next day, they discover that Mr.
Kim is absent and they fear the worst.

2 - Assassin Jack
The Blossoms encounter a person that they
think is Mr. Kim wandering around town.
Seven Daniel Kims However, he doesn't seem to recognize
them, and he looks thirty years older than
Five men who look exactly like one of the
Mr. Kim. Plus, he's wearing all black, which
Blossoms’ teachers turn up dead.
seems odd, because Mr. Kim prefers bright
This mystery is intended for three to five
colors. Then, just moments later, at a
Blossoms. Athlete and Enforcer Blossoms
different part of town, they see Mr. Kim
will be especially useful in this mystery.
again, this time young and wearing a
completely different outfit.
Background If the Blossoms confront the second
In the late 1990s, the government was Kim, they learn that he is the man who is
secretly experimenting with cloning their teacher, and he is hiding out from a
technology to create perfect assassins. They man who looks exactly like him. The man in
needed someone who was highly skilled and black is Jack, the assassin.
had no ties to anyone, so they chose one of
their best secret agents, a man named Jack. 3 - Running From Yourself
After successfully creating six clones of Jack, Shortly after the girls encounter the other
the government decided to shut down the Mr. Kim, the assassin Jack shows up. A high-
project due to ethical concerns. Jack wasn’t speed chase ensues with all the girls
aware of the existence of the clones until crammed into Mr. Kim’s station wagon with
recently, when he discovered they all lived in Jack close behind on a sleek, black
the same town. He successfully killed five of motorcycle. The girls will need to come up
the clones, but failed to take out the final with some clever ideas to stop the assassin
target, a clone going by the name of Daniel during this hectic chase.
Kim, a teacher at the Blossoms’ school.

60 Chapter 4. Mysteries
4 - Family Ties Rewards
Mr. Kim takes the Blossoms to his father's Blossoms who successfully complete this
home by the lake. Mr. Kim's father, whose mystery have the opportunity to earn one of
name is also Daniel, reveals that he is a the following badges plus any other badges
scientist, and that the other five men were you feel are appropriate for their actions.
all clones made from the DNA of an They also have a chance to sell a few extra
assassin known only as Jack. Although they cookies.
all had different adoptive mothers, he kept
them close in order to keep tabs on them.
Quick Thinking Badge
Mr. Kim's father suggests that they use a
device he's created to implant Jack's training Earn by: Successfully thinking your way out
into Mr. Kim's mind so that he can fight of a Scrap.
back. Just as he's about to use it, the assassin Benefit: +1 die to Skill tests made to think
Jack attacks and injures Mr. Kim’s father. your way out of a Scrap.

5 - Gunfight at the Kims’ Running Badge


Earn by: Successfully fleeing from a Scrap
The girls must help protect Mr. Kim and his
or catching a fleeing enemy.
father from the assassin Jack while
simultaneously trying to implant Jack's Benefit: +1 die to Toughness tests made to
memories into Mr. Kim. Once they run during the Running Phase.
successfully give Mr. Kim Jack's memories,
Mr. Kim becomes an assassin and he can
Teacher’s Pet Badge
fight back. And since he’s nearly thirty years Earn by: Saving a teacher from harm.
younger than the assassin Jack, he is stronger Benefit: Once per Cookie Selling Season, the
and faster than his genetic “sibling.” troop can call upon a teacher to help.

6 - Unlock Your Potential Young Scientist Badge


A standoff occurs between Jack and the Earn by: Successfully saving a scientist from
newly-empowered Mr. Kim. Although Mr. danger.
Kim has Jack’s memories, he still has his Benefit: Once per Cookie Selling Season, the
own, and unlike Jack, Mr. Kim has troop can call upon a scientist to help.
compassion. His father is dying and he wants
to help him. But the assassin Jack won’t let Sales Rewards
up. The girls must negotiate with Jack and It turns out that the assassin Jack actually has
Mr. Kim to stop the fighting. If they do, the a bit of a sweet tooth. If the Blossoms
assassin Jack decides to let Mr. Kim live. Of prevent him from killing Mr. Kim and Mr.
course, Mr. Kim will have to deal with the Kim’s dad, he’s willing to purchase 2d6
fact that he is a clone and now has a whole boxes of cookies from them.
new set of assassin skills.

Seven Daniel Kims 61


Outline
This mystery could play out as follows.

1 - Camping Trip
While camping in the nearby woods, the
Blossoms witness the strange creature made
of various objects from the surrounding
area. The creature scares the girls and quickly
vanishes into the trees.

2 - Monster Hunt
In the morning, the blossoms set out to
search for the creature and find evidence of
its presence. They can follow its tracks with
a successful TN 6 Skill test. After searching
The Thing in the Woods for awhile, they encounter a mustachioed
A creature composed of garbage, pine police officer named Officer Rodriguez, who
needles, and moss has been seen in the assists them in their search. Officer
nearby woods. Rodriguez mentions that there was an artist
This mystery is intended for three to five named Janie who often worked in the woods
Blossoms. Scout and Detective Blossoms creating art objects. She used to create
will be especially useful in this mystery. monsters that were made of things she
found in the forest such as pine needles,
Background moss, and trash. But she vanished a few
months ago.
There was once a reclusive artist named
Janie who lived deep in the woods. She was 3 - Clues
known for her unique sculptures made from
The girls can make TN 5 Skill tests to look
found objects in the forest. One day, Janie
for clues, finding a trail of discarded items
mysteriously disappeared, leaving her latest
with a success. Following the clues, they
sculpture unfinished. Over time, the
discover a small cave in the woods filled with
sculpture slowly transformed into a living
Janie’s art supplies and the elements that she
creature made up of all the different things
used to create her art objects. Additionally,
Janie had collected from the forest. The
there is a patch of ground where it looks like
golem now roams the woods, seeking out
there was a body buried. There’s also a single
new objects to add to its constantly evolving
bloody glove. Officer Rodriguez bags the
form. People who enter the woods at night
glove as evidence. He then thanks the girls
have reported seeing strange movements and
for their assistance and says that he’s going
hearing eerie sounds. Some even claim to
to bring it back to the station to have it
have been pursued by the golem.
analyzed.

62 Chapter 4. Mysteries
4 - Where’s Officer Rodriguez? Rewards
The Blossoms go to the police station to Blossoms who successfully complete this
learn more, but find out that Officer mystery have the opportunity to earn one of
Rodriguez isn't actually a police officer. And the following badges plus any other badges
nobody’s turned in any evidence similar to you feel are appropriate for their actions.
what the girls described. The girls realize They also have a chance to sell a few extra
that they may have been duped. If they cookies.
explain what happened to the real police, the
police will say that they search the woods to
Bravery Badge
see what they can learn, but don’t seem too
interested in solving the mystery (as is Earn by: Getting injured during a Scrap.
usually the case in the girls’ town, see Benefit: Whenever you suffer an injury, you
“Dreamweavers” to learn why). can choose to suffer embarassment or
stress instead so long as you aren’t
5 - Return to the Woods exhausted.
Returning to the woods, they are confronted Camping Badge
by the trash monster, which turns out to be
Earn by: Camping overnight.
benevolent. The creature reveals a number
of photographs showing that “Officer Benefit: +1 die on Skill tests made related to
Rodriguez,” the mustachioed man, actually camping.
knew the artist. It also reveals some drawings
it made showing that the mustachioed man
Martial Arts Badge
killed the artist. Once the girls understand Earn by: Succeeding on a Toughness test
what really happened, the monster offers the made to deal damage with punches and
girls the other bloody glove. kicks during a Scrap.
Benefit: +1 die to Toughness tests made to
6 - The Real Monster punch and kick.
The mustachioed man (criminal) returns Tracker Badge
armed with a pistol and admits that he was
responsible for killing Janie, the monster’s Earn by: Succeeding on a Skill test made to
creator, claiming that it was a mistake. The identify tracks.
monster attacks him. The girls must help as Benefit: +1 die to Skill tests made to identify
the monster is not as strong as it appears to tracks.
be. It will be hard for the girls to escape this
encounter with the mustachioed man Sales Rewards
without a Scrap. Once they succeed on the The police officers at the station may be
Scrap, they can call the real police and have willing to buy some cookies from the girls to
the mustachioed man arrested. make them feel better about the bad
situation. Double the results for the girls’
cookie selling check for that day.

The Thing in the Woods 63


Outline
This mystery could play out as follows.

1 - First Sighting
While finishing up their cookie sales for the
evening, the Blossoms spot a series of
strange, glowing globes floating around town
just before sunset. As they investigate, a
successful TN 6 Skill test lets them discover
that the globes all converge on an old tree
house in the park every night.

2 - Sunflower Snaps
The town is buzzing with talk of the glowing
globes. Unmarked black SUVs with
The Twilight Globes government agents start to appear on the
Strange glowing globes appear in town at streets. Meanwhile, one of the Blossoms
dusk, leading the Blossoms to discover discovers one of the globes tucked into an
invisible alien children who have been empty box of Sunflower Snap cookies. It
stranded on Earth. Can they help the aliens turns out the globes like that type of cookie.
before they're discovered by authorities? The Blossoms can use the cookies to draw
This mystery is intended for three to five out the globes.
Blossoms. Leader and Athlete Blossoms will
be especially useful in this mystery. 3 - What’s On TV?
The Blossoms discover that the globes are
Background able to affect TV and radio signals and
communicate through cobbled-together
The Blossoms and other people around images and sounds, even when they’re
town notice that there are strange, tiny, semi- invisible. This allows the Blossoms to
transparent globes drifting around town just communicate with them. The globes reveal
before the sun sets. These “Twilight Globes” that they are lost alien children searching for
are actually the children of an extraterrestrial their parents and need the Blossoms' help to
race stranded on Earth. Their alien nature get to a larger receiver station. With a
normally makes them invisible, but for some successful TN 4 Skill test, the Blossoms
reason, they are visible during the dusk remember that there is an old, abandoned
hours, when they wander the town searching TV station on the other end of town.
for their parents. The Blossoms aren’t the
only ones to take notice of the globes.
4 - Caught by the Feds
Government agents want to learn more
about them and potentially capture them. The government agents, using special
lenses and cages, capture the globes and

64 Chapter 4. Mysteries
store them in a special containment facility Rewards
set up in the back of a veterinarian’s office.
The Blossoms witness the event and must Blossoms who successfully complete this
come up with a plan to rescue them. mystery have the opportunity to earn one of
the following badges plus any other badges
Additional Hook: One of the people
you feel are appropriate for their actions.
who works at the veterinarian’s office could
They also have a chance to sell a few extra
be a parent or older sibling of one of the
cookies.
Blossoms, making it easier for them to
inflitrate the location in Part 5.
Astronomy Badge
5 - Trip to the Vet Earn by: Recall an important fact or detail
that helps with the mystery.
The Blossoms sneak into the veterinarian’s
office to save the globes. To get inside, the Benefit: +1 die to Skill tests made related to
Blossoms can coax their way past the recalling facts and details.
government agents using Charm, sneak
inside using Toughness or Skill, or do
Electrician Badge
something else creative that the Blossom Earn by: Making a successful Skill check
players come up with. The scene ends with related to repairing or using electronics.
the Blossoms escaping from the federal Benefit: +1 die to Skill tests made to repair
agents with the rescued globes, possibly in a or use electronic devices.
high-speed chase on their bikes with plenty
of Toughness checks necessary to escape. Running Badge
Earn by: Successfully fleeing from a Scrap
6 - Phoning Home or catching a fleeing enemy.
The Blossoms reach the old TV station and Benefit: +1 die to Toughness tests made to
help the Twilight Globes contact their run during the Running Phase.
parents. Some of the Blossoms will need to
help get the signal out using Skill tests while Sales Badge
others will need to use Charm or Toughness Earn by: Earning $20 or more selling
to distract or fend off the governement cookies in one day.
agents. The scene ends with one of the Benefit: +1 die to Charm tests made to sell
globes’ parents—a iridescent globe the size goods and services, including cookie sales.
of the entire TV station—descending from
space to scoop up the little ones. The federal Sales Rewards
agents decide that they can’t charge the girls The girls could blackmail the government
with anything out of fear they’ll draw too agents with a TN 6 Charm test, selling 6d6
much attention to their secret organization. boxes of cookies with a successful result (for
They warn the girls never to interfere again. $5 each) or half as many with a failed result.

The Twilight Globes 65


Outline
This mystery could play out as follows.

1 - The Elg’nairt
While selling cookies in a rough part of the
neighborhood, the Blossoms stumble upon a
triangular door frame in the middle of an
overgrown empty lot. One of the girls
believes that she sees a rat step into frame
and vanish. Upon closer inspection, the
frame is made of stone and has "Elg'nairt"
written on it. Any Blossom who succeeds on
a TN 6 Skill test recalls that it's been there
for as long as anyone can remember, but no
one knows where it came from or why it's
Was it a Rat I Saw? there.
The girls try to solve the mystery of the
2 - Into the Esrevinu
Elg’nairt, a triangular-shaped door in an
overgrown empty lot. If curiosity gets the best of the Blossoms
This mystery is intended for three to five and they step through the door, they find
Blossoms. Blossoms with balanced ability themselves in an alternate version of their
scores will be especially useful in this town. It looks exactly the same, but there are
mystery. no people or animals. They quickly discover
strange blue-hued shadow creatures that are
Background
shaped like them, but are two-dimensional in
nature. The creatures, called wodahs,
For as long as anyone can remember, there emerge from the surroundings and chase the
has been a strange, stone triangle door in a girls from the alternate dimension.
hidden corner of town. No one knows Additional Hook: If any of the girls
where the door came from or why it's there, have a palindrome name (like Anna or Eve),
but people have always been curious about they cannot enter the Esrevinu.
it. Whenever someone walks through the
door, they enter a different version of reality 3 - Wodahs
where everything looks the same, but there The Blossoms notice that they no longer
are no people or animals. The world is cast shadows or give off reflections after
empty and silent, with only strange, two- their trip through the portal. They start to
dimensional creatures lurking in the become ill and cold, as if something has
shadows. This alternate reality is a reflection been taken from them. A Blossom who
of our own world and the doorway connects stepped through the door can no longer gain
these world. the benefits of rest so long as they remain

66 Chapter 4. Mysteries
affected. Rewards
To make matters worse, they also see the
wodahs lurking in their world, always Blossoms who successfully complete this
standing just outside their vision. mystery have the opportunity to earn one of
the following badges plus any other badges
4 - The Forgotten House you feel are appropriate for their actions.
Unfortunately, there are no sales-related
After a successful TN 5 Skill test made to
rewards for this mystery.
perform research, the Blossoms find out that
the triangle door once stood in an empty
house that never belonged to anyone. Explorer Badge
Nobody remembers how it was built or why Earn by: Successfully explore a new
it was there. But one day, a teenager named location.
Leon Noel burned it down in 1991. Now in Benefit: +1 die on Initiative checks.
his forties, Leon Noel is a janitor at the girls’
school. Researcher Badge
Earn by: Succeed on a Skill test to perform
5 - Leon Noel research on a subject related to the
The Blossoms confront the adult Leon mystery.
Noel about the house and the Elg’nairt. He Benefit: +1 die on Skill tests made to
tells them that the Elg'nairt is the doorway perform research.
to an alternate universe called Esrevinu. The
shadows from the Esrevinu come into being Running Badge
whenever someone steps through the gate. Earn by: Successfully fleeing from a Scrap
The shadows, which he calls "wodahs," feed or catching a fleeing enemy.
on existence and eventually erase all memory Benefit: +1 die to Toughness tests made to
of the person affected. Leon believes that run during the Running Phase.
the girls can stop the shadows by tricking
them into going back through the Elg'nairt Sleuthing Badge
and giving them a name that reflects their Earn by: Successfully finding a clue or
incomplete existence. noticing a detail that aids in solving the
mystery.
6 - Palindromes Benefit: +1 die to Skill tests made to notice
The Blossoms lure the wodahs to the details and solve puzzles.
Elg’nairt where they confront the wodahs
and give them names. The only names that Well-Rested Badge
the shadow creatures will accept are the girls' Earn by: Finishing a rest after one of your
names spelled backwards, creating a ability scores drops to 0.
palindrome and completing the wodahs. Benefit: You recover 1 extra damage per day.
Once the girls do this, the shadows return to
Esrevinu and the girls regain their existence.

Was it a Rat I Saw? 67


Outline
This mystery could play out as follows.

1 - The Dog and Fog


As the Blossoms are out selling cookies, a
strange dog starts barking at them. Before
they can react, a thick fog overtakes them.
They quickly become disoriented. Within the
fog, they hear the sound of someone
weeping and repeating a name, "Maria."
Suddenly, the girls emerge from the fog, but
something about them is different—they
realize that they have switched bodies with
each other. The girls maintain their own
personalities, Skill, and Charm scores, but
The Weeping Fog they exchange their appearances and
Toughness scores.
A strange, sentient fog has appeared in the
town, causing people to swap bodies. 2 - Who is Maria?
This mystery is intended for three to five
If the girls think to do some research, a
Blossoms. Scout and Detective Blossoms
successful TN 5 Skill test reveals that there
will be especially useful in this mystery.
was a woman named Dr. Maria Jameson who
lived in town. Her husband, Phil, was in a
Background catatonic state due to a car accident. A
Dr. Maria Jameson was a noted month ago, she tried to create a special
neurobiologist who was obssessed with treatment which would cure him, but there
finding a cure to her husband’s catatonic was an accident in the lab. Not only did she
condition. Using the latest nanotechnology fail to cure him, but it seemingly drove her
available, Dr. Jameson created a cloud that insane. She now lives in a special home, and
could, in theory, restore her husband’s mind. Phil is in the care of his parents.
Unfortunately, it ended up transferring his
thoughts into the cloud itself. Additionally, 3 - Visiting Dr. Jameson
anyone who enters the cloud switches their The girls can use Charm tests to get a visit
mind with any other person or living with Dr. Jameson. When they visit her, they
creature in the cloud. The cloud caused discover that she acts like a dog, barking,
Maria to switch minds with the family dog. growling, scratching her ear with her foot,
Trapped in her dog’s body, Maria’s tried for and so on.
weeks to restore her thoughts so she could
aid her husband. Unfortunately, her 4 - Follow That Dog
husband’s confused state is causing him to More people around town are getting body-
bodys-wap people all over town.

68 Chapter 4. Mysteries
swapped by the myserious weeping fog. If Rewards
the girls perform a few Charm tests to learn
more, they discover that that all the body- Blossoms who successfully complete this
swap victims see the strange dog right before mystery have the opportunity to earn one of
the fog appears. If the Blossoms go to the the following badges plus any other badges
last known site of the fog, they can find the you feel are appropriate for their actions.
dogs’ prints which they can track with a They also have a chance to sell a few extra
successful TN 5 Skill test. The dogs’ tracks cookies.
lead to an old shed in the woods.
Researcher Badge
5 - Dr. Jameson’s New Lab Earn by: Succeeding on a Skill test to
Inside, they discover all sorts of stolen perform research on a subject related to
laboratory goods. The strange dog they saw the mystery.
is there. A Blossom that succeeds on a TN 5 Benefit: +1 die on Skill tests made to
Charm test realizes that the dog has the perform research.
intelligence of a person—it’s actually Dr.
Maria Jameson. The accident in her lab Tracker Badge
caused her to switch places with her dog. Earn by: Succeeding on a Skill test made to
Furthermore, it caused her husband to identify tracks.
become a sentient fog cloud. The girls will Benefit: +1 die to Skill tests made to identify
need to find a way to communicate with the tracks.
dog-version of Dr. Jameson. She’s already
figured out what went wrong with her last Translator Badge
experiment, but her lack of opposable Earn by: Finding a way to communicate
thumbs has made it impossible to do the with someone that doesn’t speak the same
work she needs to do. She asks the Blossoms language as you.
to help.
Benefit: +1 die to Skill tests made related to
understanding someone who doesn’t
6 - Fixing the Jamesons speak your language.
While some of the Blossoms assist with the
experiment, the others must find a way to Young Scientist Badge
draw her original body—inhabited by the Earn by: Successfully saving a scientist from
mind of the Jamesons’ dog—to the danger.
laboratory. Benefit: Once per Cookie Selling Season, the
Once Dr. Jameson returns to her body, troop can call upon a scientist to help.
she’s able to restore the minds of all the
Blossoms. She returns her husband’s mind to Sales Rewards
his catatonic body, realizing that she has a lot
Having been trapped in a dog’s body for
of work to do before she can find a way to
nearly a month, Dr. Jameson is very happy
help him.
to purchase some cookies—3d6 boxes worth
(for $5 each).

The Weeping Fog 69


Chapter 5. Friends and Enemies
The mysteries in chapter 4 give the Blossoms fall to 0, they fall unconscious, become
plenty of opportunities to encounter friendly overstressed, or suffer incredible humiliation.
adults, kids, and police officers, as well as Morale. Most friends and enemies have a
not-so-friendly creatures like aliens, morale score, which is the TN that the
vampires, and assassins. The statistics for Blossoms roll against when checking for
these friends and enemies are included in morale. If the creature doesn’t have a morale
this section. score listed, it automatically possess all
Each creature’s stat block contains the morale tests. Learn more about morale on
following information: page 15.
Name. This is the archetypical title for a Statistics. Although friends and enemies
given creature, identifying what it is in the rarely, if ever, roll dice in this game, the
game for your reference. You are free to statistics are here in case you ever need them
change the name and alter it so it better fits for the Blossom’s benefit.
your game. Attacks. The attacks section lists most of
Hit Points. When the Blossoms deal the attacks that the creature has available to
damage to enemies, they don’t harm the it. The word in paranthesis refers to the
enemies’ stats, but instead reduce the phase of a Scrap in which the enemy can use
enemy’s hit points, regardless of the type of that attack (Fight for Fighting, Think for
damage dealt. When an enemy’s hit points Thinking, and Run for Running). The attack

70 Chapter 5. Friends and Enemies


also lists the amount and type of damage called upon, that helper may not help the
that the creature does. T is for Toughness, S Blossoms the next time they are called (GM’s
is for Skill, and C is for Charm. discretion).
Protection. Some creatures have a special
value called protection, typically a number Friends and Enemies
between 1 and 3. When a creature with The friends and enemies are listed in
protection takes damage, subtract the alphabetical order.
creature’s protection value from the amount
of damage dealt. Words placed in
parantheses after the protection value
identify any special types of damage that
overcome the creature’s protection. For
example, a werewolf has “Protection 2
(silver)”, which means it subtracts 2 from all
damage it receives unless it takes damage
from a silver weapon.
Special. If the creature has any special
attacks, defenses, or other abilities, they’re
listed in the special section of the creature’s
stat block. Some of the effects require the
creature to use its action and identifies the
phase during a Scrap in which that action
must be used. Others are passive effects.

Helpers Adult
Many of the badges earned in the game
Hit Points: 2
allow the Blossoms to call upon a friend (or
sometimes an enemy) during the cookie Morale: TN 5
selling season, often as a way to repay a favor Stats: S2 T2 C2
for rescuing or helping the friend/enemy in Protection: —
some way during a previous adventure. Such Attacks:
creatures are always friendly toward the
• Chastise (T): 1C
Blossom who called them, meaning that they
will help wherever they can, but might not • Punch/Kick (F): 1T
jeopardize their life to do so. Special: —
Helpers usually take 4d6 hours to arrive
after called, and they remain for another 4d6 Adults in Badge Quest typically serve as
hours or until they perform whatever favor authority figures or potential obstacles to the
they were called upon to perform. girls' investigations. They may offer guidance
and support, but often underestimate the
If a helper is injured or the Blossoms do
girls' abilities to solve mysteries.
something to anger a helper after they are

Chapter 5. Friends and Enemies 71


Alien
Hit Points: 3
Morale: TN 6
Stats: S3 T2 C1
Protection: —
Attacks:
• Psychic Attack (T): 1S
• Sci-Fi Weapon (F): 1T
Special: Aliens often disguise themselves as
humans. However, their disguises are
never perfect. Blossoms get +1 die to Skill
tests to see through an alien’s disguise.

An alien is an extraterrestrial life form that


interacts with the Blossoms in various
mysteries, often introducing them to new
worlds and technologies beyond their
understanding.

Assassin
Hit Points: 5
Morale: —
Stats: S5 T5 C2
Protection: 1 (physical)
Attacks:
• Punch/Kick (F): 1T
• Pistol (F): 1d6T (long-range)
Special: The assassin makes two attacks per
round.

An assassin is skilled in the art of killing and


is usually hired by other NPCs to eliminate
their targets. They are often portrayed as
silent, deadly, and dangerous individuals who
can be difficult to defeat in combat.

72 Chapter 5. Friends and Enemies


Bully
Hit Points: 3
Morale: TN 4
Stats: S1 T3 C1
Protection: —
Attacks:
• Name-Calling (T): 1C
• Punch/Kick (F): 1T
Special: The bully tests for morale whenever
they start a round with less than their
maximum hit points.

A bully is a character in the game who seeks


to intimidate and harm other characters,
often targeting weaker or more vulnerable
characters for their actions.

Cat
Hit Points: 2
Morale: TN 4
Stats: S2 T1 C2
Protection: —
Attacks:
• Claw (F): 0 or 1T*
Special: The cat only deals damage when a
Blossom rolls at least one 1 on her
defense roll. All other failed defense tests
are superficial scratches.

Cats in Badge Quest are either pets or stray


animals and often flee before a Scrap even
begins.

Chapter 5. Friends and Enemies 73


Criminal
Hit Points: 3
Morale: TN 5
Stats: S2 T3 C2
Protection: —
Attacks:
• Punch/Kick (F): 1T
• Pistol (F): 1d6T (long-range)
Special: Increase the TN to flee from or
catch a criminal by 1.

Criminals are often adults who engage in


unlawful activities such as theft, murder, and
deception. They typically pose a threat to the
Blossoms and are often antagonists in the
story.

Demon, Minor
Hit Points: 3
Morale: TN 6
Stats: S3 T3 C3
Protection: 1 (magic)
Attacks:
• Evil Magic (T): 1S (mid-range)
• Claws (F): 1T
Special: The demon can use its action during
the Running Phase to teleport away from
combat. The Blossoms may not use a test
to capture it.

A minor demon is a lower-level demonic


entity that typically lacks significant power
and intelligence compared to higher-ranking
demons. They are often used as foot soldiers
or minions by more powerful demon lords.

74 Chapter 5. Friends and Enemies


Dog
Hit Points: 2
Morale: TN 6
Stats: S2 T2 C2
Protection: —
Attacks:
• Bite (F): 1T
Special: Increase the TN to flee from or
catch a dog by 1.

Dogs in Badge Quest are either pets or stray


animals and often flee before a Scrap even
begins.

Dream Minion
Hit Points: 2
Morale: —
Stats: S2 T– C2
Protection: —
Attacks:
• Dream Attack (F): 1C
Special: Once per Scrap, a dream minion can
use its action during the Talking Phase to
appear as something that terrifies the
Blossoms. The Blossoms must test TN 5
Charm or become paralyzed with fear for
1 round, unable to act.

A dream minion is a creature that inhabits


dreams and feeds on the dreamer's
subconscious fears and anxieties. They are
often shapeless and can change form
depending on the dreamer's emotions.

Chapter 5. Friends and Enemies 75


Dreamweaver
Hit Points: 7
Morale: —
Stats: S3 T– C7
Protection: —
Attacks:
• Dream Attack (F): 1d6C
Special: Once per Scrap, a dream minion can
use its action during the Talking Phase to
appear as something that terrifies the
Blossoms. The Blossoms must test TN 6
Charm or become paralyzed with fear for
1 round, unable to act.

A dreamweaver is a powerful being that can


manipulate and control dreams. They can
appear in different forms and can either help
or harm those they encounter in the dream
world.
Ghost
Hit Points: 3
Morale: —
Stats: S2 T– C3
Protection: 1 (electricity)
Attacks:
• Ghost Touch (F): 1C
Special: Once per Scrap, the ghost can use
its action during the Talking Phase to
possess a target. The target must succeed
on a TN 6 Charm test or become
possessed until the target takes damage.

A ghost is the spirit or soul of a deceased


person or animal that can appear to the
living. They are typically associated with
haunted places, objects, or people and are
often believed to be the result of unfinished
business or trauma.

76 Chapter 5. Friends and Enemies


Goblin
Hit Points: 1
Morale: TN 4
Stats: S1 T1 C1
Protection: —
Attacks:
• Bite/Punch (F): 1T
Special: The goblin is highly allergic to
pickles and pickle juice. Decrease the TN
to attack and defend against a goblin by 1
whenever it can smell pickles.

A goblin is a mischievous and cunning


creature that is known for stealing valuable
items from humans and taking their
identities. However, they have a peculiar
weakness to pickles that can cause them to
become extremely ill (or even die).

Government Agent
Hit Points: 4
Morale: TN 6
Stats: S3 T4 C2
Protection: —
Attacks:
• Intimidate (T): 1C
• Punch/Kick (F): 1T
• Pistol (F): 1d6T (long-range)
Special: Once per Scrap, a government agent
can use its action during the Talking Phase
to call for backup. 1d6 government agents
show up in 1d6 rounds. Agents called this
way can’t use this special feature.

A government agent serves as a


representative or operative of a particular
government agency.

Chapter 5. Friends and Enemies 77


Grim Reaper
Hit Points: 4
Morale: —
Stats: S4 T4 C4
Protection: 1 (magic)
Attacks:
• Death Touch (F): 1S + 1T + 1 C
Special: The first time a Blossom learns a
grim reaper’s true nature, the Blossom
must succeed on a TN 6 Charm test or
become paralyzed for 1 round.

The grim reaper is often depicted as a tall,


shadowy figure wearing a hooded cloak and
carrying a scythe. It is said to be a
personification of death, whose role is to
guide souls to the afterlife.

Half-Robot
Hit Points: 5
Morale: —
Stats: S4 T5 C1
Protection: 1
Attacks:
• Punch/Kick (F): 2T
• Electric Beam (F): 1T (short-range)
Special: The half-robot can use its action
during the Running Phase to recover 1d6
Hit Points up to its maximum.

A half-robot is a being that is part-human


and part-machine. They may have cybernetic
implants, prosthetic limbs, or other
technological enhancements that augment
their abilities.

78 Chapter 5. Friends and Enemies


Kid
Hit Points: 1
Morale: TN 4
Stats: S1 T1 C1
Protection: —
Attacks:
• Punch/Kick (F): 0 or 1T*
Special: The kid only deals damage when a
Blossom rolls at least one 1 on her
defense roll. All other failed defense tests
are superficial bruises and scratches.

A kid is a young human being typically


between the ages of 5 and 12, characterized
by their innocence, curiosity, and playful
nature. They are often inquisitive,
imaginative, and full of energy, and enjoy
exploring and learning about the world
around them.
Monster Hunter
Hit Points: 4
Morale: TN 6
Stats: S4 T4 C2
Protection: —
Attacks:
• Punch/Kick (F): 1T
• Pistol (F): 1d6T (long-range)
Special: Monster hunters that have had time
to prepare deal double damage to
monsters and other supernatural creatures.

A monster hunter is an expert who


specializes in hunting down and neutralizing
dangerous creatures that pose a threat to
humanity. They use esoteric knowledge,
equipment, and skills to track, capture or
destroy these monsters.

Chapter 5. Friends and Enemies 79


Police Officer
Hit Points: 3
Morale: TN 6
Stats: S3 T3 C2
Protection: —
Attacks:
• Punch/Kick (F): 1T
• Pistol (F): 1d6T (long-range)
Special: Once per Scrap, a police officer can
use its action during the Talking Phase to
call for backup. 1d6 police officers show
up in 1d6 rounds. Officers called this way
can’t use this special feature.

A police officer is a law enforcement official


responsible for maintaining public safety and
order, preventing and detecting crimes, and
apprehending criminals.

Possessed Doll
Hit Points: 2
Morale: —
Stats: S2 T1 C2
Protection: 1 (magic)
Attacks:
• Punch/Kick (F): 0 or 1T*
Special: The doll only deals damage when a
Blossom rolls at least one 1 on her
defense roll. All other failed defense tests
are superficial bruises. Additionally,
increase the TN to flee from or catch a
possessed doll by 1.

A possessed doll is a toy that has been taken


over by a malevolent spirit, giving it a life of
its own. It may move, speak, or act in
unexpected and frightening ways.

80 Chapter 5. Friends and Enemies


Possessed Kid
Hit Points: 2
Morale: —
Stats: S2 T2 C2
Protection: 1 (magic)
Attacks:
• Punch/Kick (F): 1T
• Projectile Vomit (F): 1C (short-range)
Special: When a possessed kid takes damage,
the malevolent spirit may escape. Roll a
d6. On a result of 5 or 6, the spirit leaves
the body.

A possessed kid is a child who has been


taken over by a malevolent spirit or demon,
causing them to act out in strange and
violent ways beyond their control. They may
exhibit unnatural strength, speak in strange
tongues, and show a lack of empathy.
Pterodactyl
Hit Points: 6
Morale: TN 6
Stats: S2 T6 C1
Protection: —
Attacks:
• Bite/Claw (F): 2T
Special: Blossoms automatically lose
tests to catch a fleeing pterodactyl
unless the Blossoms have a way to fly.

A pterodactyl is a type of flying reptile from


the Cretaceous era that lived alongside
dinosaurs. They had wingspans ranging from
a few feet to over 30 feet and were likely
carnivorous, feeding on fish and small
animals.

Chapter 5. Friends and Enemies 81


Rusalka
Hit Points: 6
Morale: TN 6
Stats: S2 T2 C6
Protection: 1 (magic)
Attacks:
• Drown (F): 1d6T
Special: A rusalka can use its action during
the Talking Phase to charm a target with
its song. Blossoms that can hear it must
test TN 6 or follow the rusalka’s
commands for 10 rounds.

A rusalka is a Slavic water spirit or nymph


that is known for being dangerous to
humans, particularly men. They are believed
to reside in bodies of water such as rivers
and lakes and are often associated with
drowning people who enter their territory.
Scientist
Hit Points: 4
Morale: TN 5
Stats: S4 T1 C2
Protection: —
Attacks:
• Logical Argument (T): 1S
• Punch/Kick (F): 1T
Special: —

A scientist is an expert in one or more fields


of science who conducts research and
experiments to explore and understand the
natural world. They use the scientific method
to formulate hypotheses, test theories, and
develop new technologies or products.

82 Chapter 5. Friends and Enemies


Superbrain
Hit Points: 6
Morale: TN 5
Stats: S6 T2 C2
Protection: —
Attacks:
• Psychic Attack (T): 1d6S
• Telekinesis (F): 1T
Special: Superbrains anticipate attacks
before they occur. Increase the TN for
attacks made against a superbrain by 1.

A superbrain is an altered human with an


extra-large brain and psychic powers, able to
process information and solve problems at a
heightened level beyond the capabilities of
an average person. They may also possess
telepathy, precognition, or other psychic
abilities.
Supernatural Dandelion
Hit Points: 1
Morale: TN —
Stats: S1 T1 C1
Protection: 1 (magic)
Attacks: None
Special: Once per Scrap, the supernatural
dandelion can spread its seeds. Each
creature within short-range must succeed
on a TN 3 Toughness test or take 1T
damage.

Supernatural dandelions are magical flower-


like weeds that are especially difficult to kill.
They spread exponentially.

Chapter 5. Friends and Enemies 83


Supernatural Dandelion,
Massive
Hit Points: 10
Morale: —
Stats: S– T10 C—
Protection: 2 (magic)
Attacks:
• Tendril (F): 1d6T (short-range)
Special: Once per Scrap, the supernatural
dandelion can spread its seeds. Each
creature within short-range must succeed
on a TN 5 Toughness test or take 1T
damage.

Supernatural dandelions are magical flower-


like weeds that are especially difficult to kill.
They spread exponentially. Sometimes, they
can grow as large as a 30-story building.

Time Traveler
Hit Points: 4
Morale: TN 6
Stats: S4 T3 C2
Protection: 1 (electricity)
Attacks:
• Punch/Kick (F): 1T
• Sci-Fi Weapon (F): 1T (mid-range)
Special: Once per Scrap, the Time Traveler
can reset time, forcing a Blossom to reroll
any test. The Blossom must take the new
test result.

A time traveler is someone who can move


between different points in time, either
through advanced technology or magical
means, and can interact with events and
people in the past, present, or future.

84 Chapter 5. Friends and Enemies


Trash Monster
Hit Points: 5
Morale: TN 5
Stats: S1 T5 C1
Protection: 1 (fire)
Attacks:
• Punch/Kick (F): 1 T
Special: The trash monster makes two
attacks per round. The trash monster
recovers 1 HP each turn up to its hit point
maximum.

A trash monster is a creature made of


garbage and waste that has come to life. It
wanders the streets, alleys, and landfills
looking for more garbage to consume and
grow stronger.

Tyrannosaurus Rex
Hit Points: 8
Morale: TN 6
Stats: S2 T8 C1
Protection: 1
Attacks:
• Bite (F): 1d6T
Special: Increase the TN to flee from or
catch a tyrannosaurus rex by 1.

The tyrannosaurus rex, or T-rex for short,


was a large carnivorous dinosaur that lived
during the Late Cretaceous period, about 68-
66 million years ago. It was one of the last
dinosaur species to exist before the mass
extinction event that wiped out all non-avian
dinosaurs.

Chapter 5. Friends and Enemies 85


Vampire
Hit Points: 6
Morale: TN 6
Stats: S4 T6 C4
Protection: 1 (magic or silver)
Attacks:
• Charming Gaze (T): 1d6C
• Bite (F): 1T
Special: A Blossom whose Toughness is
reduced to 0 by a vampire returns as a
vampiric minion in 24 hours. Increase the
TN to flee from or catch a vampire by 1.

A vampire is a mythological creature that


feeds on the blood of humans or animals to
survive. They are often depicted as having
superhuman strength, speed, and agility, as
well as the ability to transform into bats or
wolves.
Vampiric Minion
Hit Points: 4
Morale: TN 5
Stats: S3 T4 C3
Protection: 1 (magic or silver)
Attacks:
• Bite (F): 1T
Special: Increase the TN to flee from or
catch a vampiric minion by 1.

A vampiric minion is a human or animal that


has been bitten by a vampire and
transformed into a servant of the vampire,
with the ability to drink blood and perform
tasks on the vampire's behalf.

86 Chapter 5. Friends and Enemies


Werewolf
Hit Points: 4
Morale: TN 6
Stats: S4 T3 C2
Protection: 1 (magic or silver)
Attacks:
• Bite/Claw (F): 1T
Special: A Blossom bitten by a werewolf
must succeed on a TN 6 Toughness test
or contract werewolf lycanthropy.
Increase the TN to flee from or catch a
werewolf by 1.

A werewolf is a human who can transform


into a wolf or a hybrid wolf-like creature
during a full moon. In their transformed
state, they possess enhanced senses, strength,
and speed, but are vulnerable to silver.

Witch
Hit Points: 5
Morale: TN 6
Stats: S5 T3 C4
Protection: 1 (magic)
Attacks:
• Hex (T): 1C
• Curse (F): 1S
Special: Once per Scrap, the witch can
magically transform a Blossom into a
small animal. The target must succeed on
a TN 4 Charm test or become the animal
for 24 hours. The animal has 1 in each of
its stats and can’t make attacks.

A witch is a person, usually female, who


practices magic and utilizes spells and
potions to achieve desired outcomes.

Chapter 5. Friends and Enemies 87


Wodah
Hit Points: 2
Morale: —
Stats: S2 T – C2
Protection: 1 (magic)
Attacks:
• Shadow Touch (F): 1C
Special: Wodah’s deal double damage to the
creature that they are tied to in the real
world.

Wodahs are shadow-like creatures that come


from the reverse mirror dimension,
Esrevinu. They often seek to absorb the life
from whatever creature they are tied to in
the real world.

Zombie Kid
Hit Points: 1
Morale: —
Stats: S1 T1 C1
Protection: —
Attacks:
• Punch/Kick (F): 1T
Special: If a Blossom successfully attacks a
zombie kid but doesn’t roll at least one 6,
the attack does not deal any damage to the
zombie kid.

A zombie kid is an undead creature that has


risen from the dead and lost its former self,
now mindlessly wandering and seeking fresh
brains to feed on. Its appearance is usually
pale and sickly, with ragged clothes and skin
falling off the bones.

88 Chapter 5. Friends and Enemies


Appendix A. Random Events
Sometimes, the Blossoms need a break from Whenever this occurs, roll two six-sided
their ordinary sales activities and mysteries, dice. One of the dice counts as the 10s place
or you might need to shake things up a little, and the other die is the ones place (this is
especially if the current mystery you’re often called d66). Refer to the tables below
running feels predictable or the players don’t to determine what happens.
seem interested.

d66 Random Event

11 The girls stumble upon a lost dog. The dog belongs to a nearby adult.

A gust of wind knocks over the girls' cookie stand, wagon, or boxes,
12 scattering cookies everywhere. They lose 2d6 x $5 worth of product.
The Blossoms run into an adult neighbor who's working in her garden. The
13 neighbor shares a piece of random news related to one of the mysteries.
A car backfires. All of the girls must make TN 6 Charm tests or become
14 startled, dropping a box of cookies. Each dropped box costs the girls $5.
A thunderstorm rolls in unexpectedly. If the girls don’t take cover, the rain
15 will ruin 2d6 x $5 worth or product.
The girls get lost on their way to a customer's house and end up in a different
16 neighborhood. A Blossom must succeed on a TN 6 Skill test to find their way
back. Each test related to this takes up 1 hour of the girls’ selling time.
The Blossoms come across a group of skateboarding kids doing tricks. Roll a
21 d6 to determine the kids’ starting disposition: 1–unfriendly, 2 to 5–indifferent,
6–friendly.
A group of 1d6+1 rowdy kids steal the Blossoms' cookies and run off. If the
22 girls can’t catch them, they lose 2d6 x $5 worth of product.
The girls stumble upon a mysterious old house and decide to investigate. This
23 could lead to the mystery 1527 Lulu Avenue (see page 30).

24 A friendly cat follows the Blossoms around as they sell cookies.

25 The girls witness a car accident. There might be injured people.

A kind elderly adult invites the girls inside for some hot cocoa. Roll a d6. On
26 a result of 1, the lady is actually a witch.

Appendix A. Random Events 89


d66 Random Event

31 The Blossoms encounter a kid who's practicing his magic tricks.

A swarm of bees interrupts the girls' cookie sales and they have to quickly
32 pack up and move locations. They lose 1 hour of cookie selling time that day.

The girls stumble upon a carnival that's in town. See The Mystic Masquerade
33 mystery on page 54 for details.

The Blossoms come across a snake in the grass. Each girl must succeed on a
34 TN 4 Skill test or take 1T damage.

The girls accidentally sell a box of cookies to someone who's allergic to one
35 of the ingredients.

The Blossoms witness a small fire in a neighbor's backyard. If they don’t


36 intervene, the fire could spread.

41 A group of 1d6 bullies harrasses the Blossoms.

42 A lost kid asks the Blossoms to help them find their parents.

A neighbor (adult) invites the girls to take a dip in their pool on a hot day. If
43 the Blossoms agree, the adult offers to buy 1d6 + 1 boxes of cookies.

44 The Blossoms come across a street performer (adult).

The girls encounter a group of skateboarders (kids) doing graffiti and have to
45 decide whether to tell the authorities or not.

The Blossoms witness a suspicious person lurking around their neighborhood


46 and decide to investigate. This could lead to any of the mysteries.

90 Appendix A. Random Events


d66 Random Event
The Blossoms get lost while taking a shortcut. The Blossoms can find their
51 way back with a successful TN 6 Skill test. If the test fails, they lose 1 hour of
cookie selling time that day.

52 The Blossoms witness a group of 1d6 bullies picking on another kid.

53 The girls come across a mysterious treasure map.

While selling cookies, the Blossoms discover that their competitors have been
54 counterfeiting their cookies and selling them at a discount.

One of the Blossoms discovers that her bike (or some other expensive item)
55 has been stolen.

While walking through the park, the Blossoms witness an adult being
56 mugged by 1d6 criminals and have to decide whether to intervene or call for
help.

The girls come across a yard sale and start browsing through the items. There
61 is a chance that the girls find valuable equipment at half the normal price.

While selling cookies, one of the girls realizes she's made a mistake with the
62 math. Roll 1d6 and subtract 3. If the result is positive, the earn 5 times that
amount. If the result is negative, they lose 5 times that amount.

The Blossoms encounter a group of rowdy kids who are causing trouble in
63 the neighborhood.

A neighbor (adult) accuses the girls of stealing their garden gnome and
64 threatens to call the police.

The Blossoms get lost in a dense fog. They must find their way out with a
65 successful TN 6 Skill test. This event might potentially lead to the mystery,
The Weeping Fog (see page 60).
One of the Blossoms accidentally locks herself out of her house while her
66 parents are away, and she has to figure out how to get back inside without
their help.

Appendix A. Random Events 91


Appendix B. Random Names
Need a quick name? Roll two six-sided dice. Although the names on the table are
Use the first result as the tens place and the gendered, you are free to use whatever name
second result as the ones place (also called you feel is most appropriate for the person
d66), then reference the table below. that you’re applying it to.

d66 Boy Names Girl Names d66 Boy Names Girl Names

11 Aiden Abigail 41 James Isabella

12 Alexander Addison 42 John Katherine

13 Andrew Amelia 43 Joseph Leah

14 Benjamin Annie 44 Liam Lily

15 Brandon Aurora 45 Logan Madison

16 Caleb Ava 46 Lucas Maya

21 Carter Caroline 51 Mason Mia

22 Christopher Charlotte 52 Matthew Natalie

23 Daniel Chloe 53 Michael Olivia

24 David Eleanor 54 Nathan Penelope

25 Dylan Elizabeth 55 Nicholas Ruby

26 Elijah Ellie 56 Noah Scarlett

31 Ethan Emily 61 Owen Sofia

32 Gabriel Emma 62 Ryan Sophia

33 Isaac Evelyn 63 Samuel Stella

34 Isaiah Grace 64 Tyler Victoria

35 Jackson Hannah 65 William Vivian

36 Jacob Harper 66 Zach Zoe

92 Appendix B. Random Names


Index
ability points 9 First Aid 8 69
ability scores 7 Follow Your Dreams 43 carrying capacity 9
Charm 7, 9 Gold Seller 28 Cookie Selling Season 25–27
Skill 7, 8 cookie sales check 25–26
Hiking 8
Toughness 7, 9 mystery hooks 26
Hunter’s Helper 49
ammuntion 17 rewards 27
Just-Say-No 35
archetypes 9 season's end 27
Knot Tying 8
crit 15
Athlete 10 Lie Detector 55, 57
damage 16
Budding Blossom 10 Lipreader 31
enemies and damage 16
Detective 10 Locksmith 31, 33, 49
Declaration Phase 13
Enforcer 10 Martial Arts 8, 33, 63
defense 15
Entrepreneur 10 Matchmaker 59
dice pool 12
Leader 9–10 Nature’s Ally 45
equipment 11, 18
area 17 Negotiator 33, 45, 49, 59
bicycle 18
attacks 15 Observant 41
binoculars 18
melee 15 Pack Leader 51
Canteen 18
ranged 15 Public Speaking 8
Cell phone 18
badges 8, 27 Quick Thinking 33, 53,
cookie sales sign 18
Animal Companion 37 57, 61
Researcher 31, 43, 47, 67, 69 field guide 11, 18
Animal Tamer 39
Running 33, 47, 51, 61, 65, flashlight 18
Archery 8
67 lucky charm 11, 18
Astronomy 8
Sales 8, 31, 57, 65 signal mirror 18
Bravery 51, 53, 55, 63
Silver Seller 28 snacks 18
Compassion 33, 39, 45
Sleuthing 8, 51, 67 special 11, 18
Cooking 8
Sports 49, 53, 55 tent 18
Copper Seller 28
starting 8 trading cards 18
Crimefighter 37
Supersneak 41 wagon 11, 18
Dancing 8
Teacher’s Pet 59, 61 whistle 18
Defender 37, 53
Timekeeper 39 Fighting Phase 13–15
Drama 8
Tracker 39, 63, 69 friends and enemies 70–87
Dream Warrior 43 adult 71
Translator 57, 69
Dreamweaver’s Ally 43 alien 72
Weed-Killer 41
Elder Care 47 assassin 72
Well-Rested 67
Electrician 47 attacks 70–71
Witch’s Familiar 55
Explorer 65 bully 73
Young Scientist 35, 41, 61,

Index 93
cat 73 wodah 88 The Mystic Masquerade 54–55
criminal 74 zombie kid 88 The Thing in the Woods 56–57
demon, minor 74 fumble 15 The Twilight Globes 58–59
dog 75 game modes 20 The Weeping Fog 60–61
dream minion 75 downtime 21 Was It a Rat I Saw? 62–63
Dreamweaver 76 exploration mode 20 narration 21–22
ghost 76 roleplaying mode 20–21 pacing 22
goblin 77 scrap mode 21 preparation time 20
government agent 77 setup mode 21 props 23
game time 19–20 range 17
grim reaper 78
Game Master 7 resolve 14
half-robot 78
GM (see Game Master) Running Phase 14
Helpers 71
Improvising 23 Scraps 13–15
hit points 16, 70
Initiative 13 special attacks 14
kid 79
Injury 16 stress 16
monster hunter 79
items (see equipment) talking 14
morale 70
morale 15–16 target number 7
name 70
mysteries tests 7, 12–13
police officer 80
1527 Lulu Avenue 30–31
possessed doll 80 thinking 14
background 29
possessed kid 81 Thinking Phase 14
Boys Are Gross 32–33
protection 71 thrown weapon 17
Brain Juice 34–35
pterodactyl 81 TN (see target number)
Cat Burglars 36–37
rusalka 82 Troubleshooting 24
Cretaceous Crisis 38–39
scientist 82 Weapons 17
Dandelions 40–41 baseball bat 17
special 71
Dreamweavers 42–43 bb gun 17
statistics 70
Dwellers in the Lake 44–45 fire cracker 17
superbrain 83
Kevin the Reaper 46–47 pepper spray 17
supernatural dandelion 83
Let's Get Pie at Brams 48–49 punch and kick 17
supernatural dandelion,
Mrs. Mayfield's Secret 50–51 rock 17
massive 84
My Doll, Abby 52–53 slingshot 11, 17
time traveler 84
Outline 29 Swiss Army Knife 11, 17
trash monster 85
rewards 29 switch blade 17
tyrannosaurus rex 85
Robo-Teacher 58–59 your story 11
vampire 86
Seven Daniel Kims 60–61
vampiric minion 86
Synopsis 29
werewolf 87
The Meanie Dead 52–53
witch 87

94 Index
Character Sheet 95
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