Updated

Scary Story Ideas

120 scary story ideas in 8 lists, from campfire tales for 8-year-olds to two-sentence horror for teens. Each one is a prompt to start a story: pick one at random, turn the lights down and pass the flashlight around the circle.

Stuck for a prompt? Let the phone choose one from the lists below.

How to play the scary story game

This is a group story. Nobody has to make up a whole tale alone: each player adds a little, and the prompt gives everyone the same place to start.

  1. Sit in a circle and dim the lights. One flashlight is the talking stick. Only the person holding it may speak.
  2. Pick a prompt. Press the random button above or choose one from the lists below, then read it out loud.
  3. Open the story. The first player takes the prompt and sets the scene in two or three sentences.
  4. Pass the flashlight. Each player adds one or two sentences, about 30 seconds each, and keeps the story going without ending it.
  5. Play a twist. On the third time round, the player holding the flashlight calls a number from 1 to 12 and works that twist card into their part.
  6. End it. When the flashlight is back with the first player, they finish the story, with one of the last lines or their own.
  7. Vote. Everyone names the scariest moment. Whoever added it picks the next prompt.

All 120 scary story ideas

8 lists, youngest players first. The campfire, Halloween night, haunted places and creatures lists are ideas to build a story on. The first and last lines are read out word for word, and the everyday scares and two-sentence starters are for players 12 and up.

Jump to Campfire Halloween night Haunted places Creatures First lines Last lines Everyday Two-sentence

Campfire and sleepover stories

Written for younger campers. Nobody gets hurt, and each one can end with a laugh if the youngest player needs it. Ages 8 and up. 15 prompts.

  1. A camper finds a second set of footprints next to their own every morning, but never sees who makes them.
  2. The flashlight only works when you point it at the woods, and something out there keeps blinking back.
  3. Everyone at the sleepover hears the same whisper at midnight, but each of them hears a different name.
  4. A kid trades sleeping bags with a friend, and now dreams every night about a cabin they have never seen.
  5. The marshmallows keep disappearing from the bag, and the bag is zipped inside a locked car.
  6. A lost dog follows the group back to camp and won't step into the firelight.
  7. The counselor tells a ghost story, and the next morning the ghost's name is carved into the dock.
  8. The walkie-talkie picks up a voice reading out the campers' names in alphabetical order.
  9. At 3 a.m. the tent zipper slowly opens by itself, then closes again.
  10. A board game in the cabin attic has one more player piece than there are players.
  11. The kids dare each other to knock on the door of the empty cabin, and someone knocks back.
  12. Every photo from the camping trip shows a small figure standing behind the same tree.
  13. Your friend has never once stayed up past midnight at a sleepover, and tonight you find out why.
  14. The lake is perfectly still, except for ripples moving toward the shore from the middle.
  15. A trail marker on the night hike points the wrong way, and the trail it leads to isn't on the map.

Halloween night stories

Costumes, candy and jack-o’-lanterns. Tell one on the walk home from trick-or-treating. Ages 8 and up. 15 prompts.

  1. A trick-or-treater in a perfect old-fashioned costume visits every house on the street, with no grown-up in sight.
  2. Every house on the street hands out the same strange candy this year, and nobody remembers buying it.
  3. The carved pumpkin's face changes a little every time you look away.
  4. A kid finds that the costume mask won't come off after midnight.
  5. The haunted house attraction has one more actor than the names on the staff list.
  6. The skeleton decoration on the porch is in a different pose every morning.
  7. The guests at the neighbors' costume party are dressed as things nobody can name, and none of them takes off a mask.
  8. A group of friends follows a trick-or-treat map that grows a new house after dark.
  9. The last house on the street gives out full-size candy bars, and every kid who goes there comes back an hour later than they should.
  10. The ghost costume is an old sheet from the attic, and it has a name sewn into the hem.
  11. Someone keeps leaving a lit jack-o'-lantern on the steps of the empty lot where a house used to be.
  12. The Halloween parade has one float that nobody signed up for.
  13. The witch decoration on the lawn waves at the children walking by.
  14. The costume shop sells one costume that looks exactly like whoever buys it.
  15. At the end of the night, one piece of candy in the bag is wrapped in paper from 1930.

Haunted houses and places

Houses, hotels, schools and roads where something is slightly off. Good for a sleepover. Ages 10 and up. 15 prompts.

  1. A family moves into a house with a window on the outside that belongs to no room on the inside.
  2. The new apartment comes with one rule from the landlord: never answer the door after 10 p.m., even for neighbors.
  3. The school's lost-and-found box has the same red mitten in it every year, and nobody ever claims it.
  4. The elevator in an old hotel stops at a floor the building doesn't have.
  5. The last owners of the house left a note in every room, and every note says "Sorry."
  6. The library's after-hours return slot keeps receiving books that were checked out in 1952.
  7. The babysitter watches the baby monitor show a rocking chair moving in an empty nursery.
  8. Grandma's staircase has thirteen steps going up and twelve coming down.
  9. The motel's only free room is number 9, and the clerk won't look at you while he hands over the key.
  10. The carousel in the abandoned amusement park starts turning whenever the town has a power cut.
  11. Every night at the same minute, all the smoke alarms in the house chirp once, together.
  12. A real estate agent shows a family around a house, and they slowly realize it is their own house, years from now.
  13. The basement door is painted shut, and the paint is still wet.
  14. The lighthouse keeper's logbook keeps getting new entries in handwriting that isn't his.
  15. The GPS says to turn onto a road that leads to the town under the reservoir.

Monsters and creatures

Monsters you never quite see. The last one flips the story and lets the monster tell it. Ages 10 and up. 15 prompts.

  1. Everyone in town keeps a bowl of salt on the porch, and the new family forgets to put one out.
  2. Something in the cornfield can copy any voice it has heard, but it always says the last word wrong.
  3. The scarecrow stands one row closer to the farmhouse every morning.
  4. A boy notices that his reflection blinks half a second after he does.
  5. The town's famous monster sighting was a hoax, and now the man who faked it is being followed.
  6. The creature only shows up in photos taken with a flash, so the town bans flash photography.
  7. At sunset, every cat in the neighborhood sits facing the same house.
  8. The shadow at the end of the bed has been there every night, and tonight it's closer.
  9. A swimmer keeps feeling a hand brush her ankle, always in water too shallow to hide anything.
  10. The troll under the old bridge asks every driver a riddle, and nobody can remember the answer they gave.
  11. Something has been eating the jack-o'-lanterns on the street, starting with the scariest faces.
  12. A girl gets a birthday card from the imaginary friend she had when she was five.
  13. The birds in town have started repeating a phrase that nobody taught them.
  14. A wolf that only howls on nights with no moon is getting closer to town each month.
  15. The thing in the attic is terrified of the family downstairs. Tell the story from its side.

First lines to start a story

Opening lines to read out word for word. The next player has to explain what happened next. Ages 10 and up. 15 prompts.

  1. Nobody in my family talks about the summer of the green lights.
  2. The sign at the edge of town said Population 212, and every year the number went down by one.
  3. I only took the job because the pay was too good to turn down.
  4. The first thing I noticed was that the birds had stopped singing.
  5. Grandma had three rules for the farmhouse, and rule three was never to open the window that faced the barn.
  6. It started with a knock on the front door, from the inside.
  7. I was the only person on the school bus who could see the extra passenger.
  8. Everyone in town got the same letter on the same morning.
  9. We weren't supposed to be in the old school after dark, but the door was already open.
  10. My brother came home from camp, but I'm still not sure it's him.
  11. On the night of the snowstorm, a stranger asked if he could wait out the weather in our kitchen.
  12. The radio in the attic had been unplugged for forty years, so nobody could explain the music.
  13. I keep a list of everyone who has ever moved into the house next door.
  14. The fog rolled in at noon, which was the first sign that something was wrong.
  15. The museum guard told us to stay with the group, and then we lost the group.

Last lines to end a story

Pick the ending first, then build a story that gets there. The last player in the circle must finish on this exact line. Ages 10 and up. 15 prompts.

  1. And that's why we never go back to the lake.
  2. When the police opened the door, the room was empty, except for the music box, still playing.
  3. I looked in the mirror one last time, and it waved goodbye.
  4. The next morning, the footprints led back to my bed.
  5. We buried the box again, deeper this time.
  6. The phone rang one more time, and this time I answered.
  7. And if you hear scratching at your window tonight, don't let it in.
  8. That's when I realized the voice had been mine all along.
  9. The bus pulled away, and the extra passenger waved at me through the window.
  10. Nobody has lived in the house since, but the lights still come on at seven.
  11. So if you ever find a red mitten in the lost-and-found, leave it there.
  12. It's been ten years, and the dog still won't go near the closet.
  13. We counted the campers in the morning, and there was one extra.
  14. The candle went out, and in the dark someone counted to five.
  15. I still have the key, and some nights it's warm.

Everyday things that go wrong

Phones, apps and doorbells that start acting strange. These land hardest with teens and adults, because they could happen tonight. Ages 12 and up. 15 prompts.

  1. Your phone gets a text from your own number: "Don't go home tonight."
  2. The smart speaker starts answering questions that nobody in the house asked.
  3. The microwave clock keeps resetting itself to 3:33.
  4. The delivery app shows your driver standing still in your backyard.
  5. The doorbell camera records a visitor every night who leaves no footprints in the snow.
  6. Your map app suggests a shortcut down a street you've lived next to for years and never seen.
  7. There's a photo on your phone of you asleep in bed, taken last night from the doorway.
  8. The voice at the self-checkout knows your name.
  9. Your best friend's texts sound slightly wrong, as if someone is learning to write like her.
  10. A video call freezes, but the person on the other end keeps moving.
  11. The library book you return has a sticky note inside, in your handwriting, that you never wrote.
  12. An online game keeps showing a player who is always online, and their location is your street.
  13. The lost cat posters around town show your cat, but your cat is asleep on the couch.
  14. The car radio finds a station that plays back yesterday's conversations in your kitchen.
  15. Every clock in the classroom stops when the substitute teacher walks in.

Two-sentence horror starters

Only the first sentence is here. Each player writes a second sentence that turns it into a horror story, then everyone reads theirs out. Ages 12 and up. 15 prompts.

  1. I finally got the night light my little brother begged for.
  2. My dog always barks at the closet, so tonight I opened it to show him nothing was there.
  3. Mom called up the stairs that dinner was ready.
  4. I love the quiet after everyone else in the house has gone to sleep.
  5. The babysitter said the kids were already in bed when I got home.
  6. I set my alarm for 7 a.m., the same as every school day.
  7. Grandpa taught me to always count the people in the car before we drive away.
  8. The new kid in class says he used to live in my house.
  9. Since the move, my cat refuses to go upstairs.
  10. I woke up to my phone buzzing with a message from my sister.
  11. Every night I say goodnight to the portrait in the hallway.
  12. My twin and I swapped places for a day, just as a joke.
  13. Our house has the best view of the woods.
  14. I heard my name whispered from under the bed.
  15. The power came back on after the storm.

Twist cards for the third pass

Read these out only when a player calls a number. A twist works best when the player who gets it has to make it fit the story so far.

  1. The lights go out. Tell your part with the flashlight off.
  2. Someone in the story has been lying from the start.
  3. A phone rings, and everyone in the story knows who is calling.
  4. It was a dream, but one thing from the dream is still in the room.
  5. The monster is afraid of something very small.
  6. The person telling the story turns out to be in it.
  7. Somebody new arrives, and nobody invited them.
  8. A door that was locked is now open.
  9. The story jumps forward one hour.
  10. An animal in the story knows the truth.
  11. The scary thing tries to help.
  12. Someone in the story starts counting down from ten.

Which list for which age

Match the list to the youngest person in the room, not the oldest. When in doubt, start spooky and move up.

ListAgesFear level
Campfire and sleepover stories8 and upSpooky
Halloween night stories8 and upSpooky
Haunted houses and places10 and upCreepy
Monsters and creatures10 and upCreepy
First lines to start a story10 and upCreepy
Last lines to end a story10 and upCreepy
Everyday things that go wrong12 and upChilling
Two-sentence horror starters12 and upChilling

Spooky means odd and a little eerie, written with younger children in mind. Creepy adds a sense of being watched. Chilling lands close to home: your phone, your bed, your family.

Other ways to play

  • One word at a time. Each player adds a single word. It turns silly fast, which suits a younger group.
  • Two-sentence round. Give every player a different two-sentence starter and two minutes to write the second sentence. Read them out in turn and vote for the best one.
  • Last line first. Choose a last line before you start. The group has to steer the story toward it without saying it early.
  • Folded paper. Pass a sheet around the table. Each player writes one sentence, then folds the paper so the next player sees only the line before. Unfold it at the end and read it all out.
  • Over a video call. The host reads the prompt and calls the order by first name, since there’s no flashlight to pass.

Tips for telling a scary story

  • Start normal. The first lines should sound like any other day. The scare works because the listeners relax first.
  • Slow down before the scary part. Pause, lower your voice and lean in. A quiet voice pulls a room closer than a loud one.
  • Keep the monster hidden. A sound behind the door is scarier than a description of what is behind it.
  • Use one sound effect. A single knock on the floor at the right moment beats a dozen.
  • End on a picture. Stop on something the listeners can see in their heads, like the footprints leading back to the bed, and don’t explain it.
  • Look after the youngest. Agree on a pause word before you start, keep a lamp on low and end the round with a funny twist if anyone looks worried.

Frequently asked questions

How do you come up with a scary story idea?

Start with something ordinary and change one detail: a text from your own number, a staircase with one step too many, a pet that won’t go upstairs. The lists on this page are built that way, so pick one and ask what happens next.

Are these scary story prompts OK for kids?

The campfire and Halloween night lists are written for ages 8 and up, with no blood and nobody hurt. The haunted places, creatures, first lines and last lines lists suit ages 10 and up. Keep the everyday and two-sentence lists for ages 12 and up.

How long should a scary story be at a party?

Five to ten minutes holds a room. In the pass-the-flashlight game, six players going round three times at 30 seconds a turn take about nine minutes.

What is a two-sentence horror story?

A horror story told in exactly two sentences, a form of online microfiction. In the round on this page, the first sentence sets up something ordinary and the second turns it frightening. The starters give you the first sentence, and each player writes the second.

Can I use these prompts for a class or a writing club?

Yes. Read them out, print the page or put one on the board as a writing warm-up. The campfire and Halloween night lists are the safest picks for a classroom.

Do we need anything to play?

One flashlight, a dim room and this page on one phone. Paper and pens help for the two-sentence round.

Get an email when the Host Pass opens

Host Pass: $4.99 one-time at launch: new packs written for the pass and your own word lists for Imposter and Pictionary, saved on your device. Everything that is free today stays free, and the site has no ads. It is not on sale yet, so nothing here asks you to pay. We’ll email you once when it opens.

By tapping the button you agree that Sneakyword emails you once, when the Host Pass launches ($4.99 one-time at launch: new packs written for the pass and your own word lists for Imposter and Pictionary, saved on your device; everything that is free today stays free). We use your address for that email only, and you can ask us to delete it at any time. See the privacy page.