Three ghosts visit you to show you visions of the past, present, and future in hope of teaching you a lesson. The problem is the lesson isn’t really worth learning.
One evening you return to your grand estate or stronghold after what you consider to be a long day.
As you begin to unwind, you are given a warning by an apparition . . . (roll a d6 to determine your visitor)
1 Someone who was a party member for only a short time, as he died in an early dungeon
2 One of the first major enemies you vanquished
3 An animal companion or familiar you never clicked with
4 A mythical creature whose only job is issuing cryptic warnings and it is behind schedule
5 A mascot for a holiday you have never heard of
6 An angel who does not speak Common
After a confused back-and-forth, the messenger manages to inform you that on this night, you will be visited by three ghosts who will attempt to change your ways by showing you visions. You stare at the apparition with mild annoyance. It assures you this is very important and also unavoidable. You sigh and slump in your chair as the apparition disappears. After some minutes of fruitless waiting, you get up to tend to a chore just before the first ghost interrupts you.
The first spirit is . . . (roll a d6)
1 A childlike spirit of the past
2 A mascot for a defunct product
3 A screaming mass of teeth and tentacles
4 A sarcastic teen
5 The person who gave you your first kiss
6 A goblin who is preoccupied with stealing things
The spirit takes you into the past, but there is something off about what it is showing you: (choose two)
You are not part of the vision, and it is in no way related to you.
Everyone in the vision is asleep.
In the place you visit, it is too loud to understand what is going on.
You learn some trivial information that solves another problem unrelated to this whole situation.
The vision is presented with subtitles.
Once the vision ends, you try to protest to the spirit that there has been some kind of mistake, but you realize you are alone. Before you can collect your thoughts, the second spirit appears.
The second spirit is . . . (roll a d6)
1 A jovial bearded spirit of the present
2 Your least favorite party member
3 A sad gorilla
4 Bill Murray
5 Dracula
6 The god of loneliness
The spirit immediately takes you to a nearby bar. It spends the better part of an hour drinking with you and discussing your previous relationships. You feel as if you have found some closure on a few unresolved issues. However, you are still not entirely clear on why these visits are happening. As you are working through it, you feel the room grow cold and the shadows grow long as the final spirit arrives.
The final spirit is . . . (roll a d6)
1 Death
2 An extremely agitated-looking baboon that, seemingly at random, looks as if it will strike you before calming down
3 An extremely aged spirit of the new year
4 Santa Claus
5 A massive horse with a fiery mane
6 A large black dog with orange eyes
The spirit wordlessly beckons you into a void. Any protest you make is ignored. It takes you to the site of your future grave. It points wordlessly to the headstone as you demand some kind of meaning in this confused procession of ghosts. This moment lingers until you offer a response that pleases the spirit.
What do you say to convince the spirit that you have learned a lesson?
The next day you wake up in your bed, the memory of the spirits still fresh and vivid. What do you do? (choose one)
Order someone to buy you a goose, notorious enemy of the spirit realm.
Draft a lengthy letter of complaint to the deity you suspect was behind this bothersome event.
Heal as many injured children as you can find to get the spirits off your case.
Consult your cleric about your current regimen of potions.
Sell this estate as soon as possible, as it is clearly cursed.