Hollowdale is a game module which pits the players against four main threats as they explore an abandoned mining town. There is a deep mystery the players will need to solve to understand just what happened all those years ago. Each player is descended from one of the few survivors that left Hollowdale before the great disappearance. The date this takes place coincides with when the world was supposed to end back in 2012.
This game is a guest submission written by Michael Maury
Genre: Horror, Mystery, Open World
Number of players: 3 to 7
Run time: Approx 6 hours
- GM Introduction
- Scenario
- Game Master’s Guide
- Sanity
- Jenga Tower Symbols
- What to tell players
- Hourly Events
- Printouts
- Beginning Intro
- Welcome to Hollowdale
- Locations
- Special Events to Change the Game
- Major Monsters
- Ritual 1
- Ritual 2
- Possible Endings
- Disappearances & Deaths
- Credits
Hello and thank you for your interest in Hollowdale! This document is a lighter and more condensed version of the Hollowdale experience. There are only a few clues that can be found, a shorter list of items, no wooden mannequins or zombies, and only four possible endings. The original Hollowdale has seven different endings and clues that tie into each. It also tells you how to customize the game as well, so if you want a more dynamic game then head to this web address and take a look! However, this more condensed version will definitely still be a great experience for your players. There are multiple dynamic locations to visit, items to discover, and while the players are working as a group, two of them are traitors! The best part about these traitors is that they believe they are the only one. This document lays out everything you need to properly prepare this game. If you wish to add more, then check out the full document. Regardless of which version you decide to use, I have a bit of advice for when you run the game:
- If you utilize both traitors, around 2 a.m. single out three players, two of which are the actual traitors, and let the rest of the players know that within this group there is one This will cause tension within the group, and both traitors will fight to make sure they aren’t outed as the traitor even though they are. It’ll also create an interesting dynamic as two of these players are traitors.
- This game runs best with no monster showing up in the first hour but then showing up at 9 p.m. and after. Make sure you allow the players to run and hide from these monsters to instill fear in them.
- Utilize music while playing. When I ran the schoolhouse I had children laughing in the background at some parts. At the pier, I had ominous music with waves in the background. Music can really help set the mood and allow players to forget about where they currently are in reality.
- Out of all the game concepts, I highly recommend implementing the signs on the Jenga Tower. This made pulling blocks more tedious as something very wrong could happen even when they pulled correctly. Implementing Sanity is also a great concept as it tracks how players are subconsciously reacting to their environment.
This Dread one-shot takes place in an abandoned mining town, named Hollowdale, near Mount Washington, New Hampshire. It’s centered around the six grandchildren of the lone survivors of Hollowdale and the great disappearance that happened shortly after they left. There are multiple locations players can investigate, clues for them to discover, and tremendous threats they will face. Players must piece together the mystery and figure out what happened in Hollowdale. But be warned: they only have ten hours to do so. Once dawn arrives, the ending will be set in stone. That’s right, there’s a multitude of ways this One-Shot can end, and each ending is reliant on what the players accomplish within their time in Hollowdale. As they explore, multiple monsters will search them out. But the monsters aren’t the only threat facing the group. Two players are traitors, each working towards completing a ritual. The group as a whole believes they are all working together, while each traitor believes they are the only one. What will happen in Hollowdale? Who will survive? How will it all end? Each story may be different, but only time will tell. So, take the plunge. Walk into hell and tell of the horrors that await them all. Welcome to Hollowdale.
- Once players enter Hollowdale, it will be 8 p.m. They can then choose any location to start at. Once they reach this location, they will explore and find hazards. Once they leave this location, it will then be 9 p.m. Every time they leave a location, time will move to the next hour. The reason behind this is that there are multiple events that can occur but are tied to a specific hour, and once 6 a.m. is reached, the game will automatically be over. This also helps the Game Master keep the pacing to their liking. If players ever split up into multiple groups and go to different locations, keep in mind that these all occur during the same hour!
- This game consists of 10 hours (8 p.m. to 5 a.m., 6 a.m. is not considered a playable hour). While this is the standard amount of time, feel free to either add more hours to make the game longer, or take away some hours to make the game shorter. However, if you plan to make the game shorter, you need to make sure the players still receive all the necessary clues. If you want to play for a set amount of time, you can also time each area. For a six hour game, allow the players to enter a location and after 35 minutes of exploring have something bad happen that forces them to the next area.
- The magic switches are not locked in place once they are interacted with. So no matter what color they point to, they can still be moved later. However! If at some point all magic switches are activated correctly (i.e. they point towards a primary color) then they cannot be moved. They are now locked in place.
- This game utilizes sanity, however you could substitute this by just requiring extra pulls when you feel like the player characters would normally be scared.
- Utilize the monsters to their full extent. They are unknown and should be used as such. Have them mess with the players in clever ways. Unnerve the players as they try to run and hide. Describe the monsters in a terrifying way, but don’t allow the players to get a good look at them as not knowing exactly what they look like can be just as scary. Have the monsters blow out the candles or turn off the lights in the room you are playing in and continue playing.
- Create events that require split-second thinking. The best way to do this is to have something come up, and then pull each player to the side and tell them exactly what just happened. Ask them what they want to do, then let them back into the play area and bring the next player out. Instruct all players not to talk at this time. Once you talk to all players, enact exactly what each one wants to do. This creates an amazing encounter that also forces players to not work together.
- Remember that players can abandon a pull. If they do, the block remains in its current position and the player does not take the action for which they were pulling for.
- Turning off the lights, blocking the sunlight, lighting candles, in general controlling the light will help keep the outside world out of your players’ minds.
- When players enter a location for a second time, Wooden Mannequins can be seen. Allow the players to get farther into the location before activating them.
- Remember that when the tower falls, it doesn’t necessarily mean that that player dies immediately, just that their fate is sealed. You could keep them alive until a monster or some other danger shows up and have them die then. Or, you could make the player a hero who will buy them extra time with their death. Many possibilities are here, use them to your advantage!
- When rebuilding the tower, pre-pull three blocks for every dead character to help get the tower to a tense state again, as players will be more likely to take actions when they know the tower won’t fall anytime soon. Remember, you could always pre-pull more blocks after pulling for each dead character if you want there to be more tension!
- When a player pulls, walk near them and whisper things, like:
- Something appears to be grabbing your ankle. It’s now crawling up your leg and back, going straight for your neck;
- You can’t save them. Don’t you realize how many mistakes you’ve made so far? What makes you think this time will be any different?;
- You hear something in the distance, and it’s running towards you. Stop taking your time, you need to leave NOW!;
- Just straight up make weird noises, just try not to scream at this time as you could force them to die in this manner;
- Stare at them creepily.
Special concepts to keep in mind
There are a few concepts that are part of this Dread One-Shot that are utilized throughout the game. You can pick which ones you want to implement, but in the standard Hollowdale experience all of these concepts are used.
- When creating their characters, players are allowed to bring items with them. Each player will have a set number of items they can bring with them, as well as secret items they don’t want other players knowing. All items must be approved by the Game Master.
- Sanity will help determine the current mental status of each player. Certain events can raise or lower a player’s sanity. The lower a player’s sanity, the more difficult any task becomes, meaning they will have to make more pulls from the tower when they interact with the world. This is described in further detail in the next section.
- Some blocks on the tower will have special symbols drawn on them. This can affect what happens after pulling, and is described in further detail in the section after the next.
Player sanity is an important aspect of Hollowdale because it shows the effects of the environment around them. As time goes on, their sanity will drain, making menial tasks harder. This section lays out how sanity works and what events can cause sanity drain, as well as the sanity thresholds that once met require more pulls.
These events can raise a player’s sanity:
- Once they realize the zombies are trying to help them = gain 5 sanity
- Whenever the Rosary Beads protects them from a monster = gain 5 sanity
- Every time they arrive at a new location (beginning of every hour) = gain 10 sanity
- Whenever the Crucifix protects them from a monster = gain 10 sanity
- The players use the Tea set = gain an amount of sanity determined by the Game Master
These events can lower a player’s sanity:
- Obtaining any of these items = lose 5 points for any player near the item when it’s picked up: Ashen Dogwood Stake, Cracked Skull Bowl, Demented Diary, King’s Claw, Blood needle, Cursed doll, and/or Petrified hand.
- The Cursed doll whispers to a player = lose 5 points
- Seeing the still Wooden Mannequins for the first time = lose 5 points
- Seeing the zombies for the first time = lose 5 points
- Every time a player looks at the Terror = lose 5 points
- The Petrified hand beings moving = lose 10 points
- The Blood needle is put through the Cursed doll = lose 10 points
- Whenever players notice two monsters are at their location = lose 10 points
- Watching the Wooden Mannequins chase them = lose 10 points
- Seeing a monster for the first time = lose 10 points
- Passing out in the fog = lose 10 points
- Completing the Charred Cabin event = lose 10 points
- Being in a location specific event = lose 10 points
- Seeing the Terror monster for the first time = lose 20 points
- Witnessing another player die = lose 25 points
- Players see the cracked seal for the first time = lose 30 points
Sanity Threshold:
- Sanity level 100 to 70: Nothing changes.
- Sanity level 69 to 50: Players are more susceptible to strange environment phenomena (hearing footsteps, whispering or laughter, or seeing things that aren’t there).
- Sanity level 49 to 30: Monsters’ abilities are now more effective against players.
- Sanity level 29 to 15: It now requires at least two pulls for any action.
- Sanity level 14 to 0: It now requires at least three pulls for any action.
This is an optional feature you could use for this Dread One-Shot. The premise is simple but could lead to interesting events being played out. The Jenga Tower consists of 54 wooden blocks. Out of this number, four blocks will have symbols written on them. Two of these blocks will have a checkmark and the other two will have an X. These symbols should be drawn in the middle of the underneath of the block so that players won’t know if the block contains a symbol or not. Then take ten more blocks and draw a star on the outside. After that, draw an X on five of these blocks the same way you drew the other X’s. When a block is pulled, if it has a symbol, it will determine what happens next. Below shows what would happen depending on the symbol that was pulled.
- Star: The purpose of this is to show the players that there is a 50/50 chance of this block containing a symbol. If this block is pulled and a symbol is not present on this block, then something really good happens. If there is a symbol on the block pulled, then something really bad happens instead. It’s to give players the chance of taking a risky action when they know the odds of success.
- When a star block is pulled, it does not go back on top of the tower! This will make the game harder as time goes on because the tower will become shorter as players utilize these special blocks.
- As soon as five star blocks without symbols are pulled, then the rest of the star blocks become regular blocks. This is to make sure that players aren’t forced to pull when they know they will fail. These blocks will be put back on top of the tower once pulled since they are now considered regular blocks.
- X: If a block that’s pulled has this symbol then something bad happens.
- This can include receiving a wound, pulling more blocks, or making the monster know the location of the player.
- ✔: If a block that’s pulled has this symbol then something good happens.
- This can include not making the player pull the next time, a wound healing, finding an extra item, or the monster moving to another location.
- The theme of Dread is horror. It’s aimed at unnerving and horrifying you, so be prepared for this.
- Some of you will die. That’s just how this game is, and it’s most enjoyable when you lean into the fact that the possibility of all of you surviving is extremely low.
- In order to get the best experience, some things must be done by the players. These include:
- Take off all jewelry (save for earrings) and stow them away in your belongings along with your wallet or purse.
- Put all phones on silent and put them somewhere the players can’t reach.
- Go to the bathroom and then come back and get comfortable.
- The reason these must be done is simple. As people, we are used to having certain objects with us, like necklaces, rings, and cell phones. And at times, we instinctively grasp at these items. These provide a link to our world. They help ground us and provide us with assurance. Taking these away will sever that link, which will help you enter this world free of distractions.
The players’ time in Hollowdale can last up to 10 hours. Everytime the players reach a new location, the next hour begins. Each hour, something happens. Whether the players find something, a location specific event occurs, or the monsters begin closing in on them, it’s all written below. One thing to keep in mind, however. For location specific events, these will only be in effect during the hour specified. After that, the event is no longer in effect and is as though they never occurred at all.
- Events that occur every hour:
- Starting at 11 p.m., one location will disappear in the fog. After that hour, it will reappear and a new location will disappear.
- Every monster will move across Hollowdale to a new location; starting at 4 a.m., two monsters can be at a single location.
- 8 p.m.: Nothing happens, players enter Hollowdale. Find the Tunnel drawing where the sigils were cut from. Find a monster drawing
- 9 p.m.: Location specific events: (also find the monster drawing with the pentagram in the middle; as well as one monster drawing that belongs on that page)
- Town Hall: The players will notice chairs, objects, and even some furniture one minute, but when they look away and then look back, these things will vanish. Sometimes they will reappear, but never in the same spot.
- Sycamore Pier: A light is seen inside but moves just out of the players range of sight as they try to investigate. Eventually they can see it travel over the waters of Lonely Lake and then sink beneath the waves.
- Saint Dymphna’s Parish: The parish is completely dark and anytime the players look down a hallway or into a room, their neck prickles with a sense of dread, as if they’re being watched.
- Slumbering Steppe Cemetery: A dark silhouette can be seen standing behind the players, though players can rarely get a good look at it. Sometimes the silhouette will disappear and reappear somewhere else, but it usually keeps a set distance of 100 feet.
- Grimhollow Schoolhouse: Chairs, desks, and even small objects seem to move when players aren’t looking. Objects able to roll can be knocked onto the floor by an unknown entity and will roll towards the players.
- Miner’s Shack: The temperature drops to zero degrees when walking in, however directly outside within 10 feet of this building it feels like 80 degrees. Players can see ice start to form on the walls, objects, and floors, but only in regards to things they interact with.
- 10 p.m.: A mysterious fog rolls in around Hollowdale. Players can no longer leave. Find another monster drawing.
- 11 p.m.: The players find the clue that links each sin to virtue, and they find a third monster drawing. Monsters can find the players easier during this hour.
- 12 a.m.: Location specific events: Find the Terror monster drawing.
- Town Hall: Mushrooms grow along the floor and follow the players. If given the chance, the mushrooms will begin growing on the players and trapping them against the wall or floor.
- Sycamore Pier: A harsh storm suddenly appears on Lonely Lake, causing huge waves and water to splash. Visibility is decreased.
- Saint Dymphna’s Parish: Candles will mysteriously light themselves all around the building. Then after some time, the candles will blow themselves out, starting with the candle farthest away from the players and will then move closer. With each candle being blown out, this will occur faster and faster, almost as though something is racing towards the players.
- Slumbering Steppe Cemetery: Players will feel hands press up against them that belong to nothing. They get more aggressive in the Mausoleum and Morgue.
- Grimhollow Schoolhouse: The players hear scratching on the windows and knocking on the doors and walls. Footsteps can also be heard, sometimes even following the players’ direction, however upon inspection nothing seems to be there.
- Miner’s Shack: Whispering can be heard, however it’s unintelligible. The players’ shadows also appear to move by themselves, almost like they’re moving closer to the players’ bodies.
- 1 a.m.: The Terror awakens and will be the next monster the players discover.
- 2 a.m.: This is when you tell the players that there is a traitor amongst them.
- 3 a.m.: Both rituals can now be performed. Players feel a dark presence coming from the tunnels.
- 4 a.m.: Two monsters can now be at a single location. Location specific events:
- Town Hall: All food is rotten and filled with maggots. Any water is undrinkable. A stench only comparable to rotting flesh fills the air.
- Sycamore Pier: Vines, or maybe tentacles, appear to be growing from the Lonely Lake, and they’re growing fast. They have already grown over the old boathouse at Sycamore Pier, however the door is still open. Inside is no different as vines have dominated the floor as well. And some of these vines look like they are moving.
- Saint Dymphna’s Parish: Hanging from the ceiling are the rotting bodies of children, all of varying ages. Some of them seem to sway while you aren’t looking at them. What unnerves you most is that these children should have decomposed a lot more if they were part of the disappearance of Hollowdale.
- Slumbering Steppe Cemetery: At random times, players will feel maggots squirming in their mouth, eyes, or ears. Sometimes they will see something move underneath their skin for a split second, then disappear.
- Grimhollow Schoolhouse: Footsteps can be heard above the players, then all of a sudden silence. Then quickly, part of the ceiling falls right next to the players. Then another piece falls, and will continue to fall in the same direction as the players, and the footsteps can be heard above the players as well. At the same time, some objects can be pushed in front of the players to stop their advances temporarily.
- Miner’s Shack: While the players are inside, a creak can be heard underneath the floorboards. Then the floorboards begin moving, with centipedes a foot long bursting out and charging the players. As the centipedes move, their bodies begin to crack in some places and mushrooms start to grow out of them. Once outside, bigger than normal spiders begin chasing them as well, with mushrooms growing from their eyes and other body parts.
- 5 a.m.: The fog begins following players.
- 6 a.m.: If no ending is activated by the beginning of this hour, then read off the All Else
All of the printouts for this game can be found here:
But if you want them broken up into their component parts, here they are:
(Read when you begin the game)
Hollowdale, New Hampshire. Settled in the forested mountains near Mount Washington back in 1736. After your grandparents left in 1943, the rest of the town mysteriously disappeared. There were rumors of a strange fog surrounding Hollowdale, but after Halloween of that year, it wasn’t seen again. Rumors surround the disappearance of this town, and any attempts to sell the land was met with a terrible fate for those involved. In an effort to stop these strange events, an investigation was conducted by a detective named Jaret Orkin on behalf of New Hampshire. Jaret reportedly entered Hollowdale on October 31st, 1973, three decades after the mysterious disappearance that consumed the town. He was never seen or heard from again. Since then, the state has sanctioned a federal no trespassing law to any land deemed to belong to Hollowdale, as an attempt to stifle future tragedies. No one is allowed to enter Hollowdale, not even government officials. As time has passed, the law against entering Hollowdale still remains, though it is not monitored like it once was. As far as anyone can tell, no one has entered the old mining town. In reality, it’s hard to find Hollowdale. There’s only one road in and by now this old dirt road has been overgrown with vegetation, concealing Hollowdale from any visitors. You, however, are different. Each one of you are descended from one of the few survivors of the strange disappearance back in 1943. Your grandparents have told you stories of their time in Hollowdale. Of the various townsfolk that lived within. The strange cabin that seemed to predate the town itself. The one that mysteriously burned down one night, and how strange figures could be seen the night before entering it. You remember hearing about the Lonely Lake and the tunnels that weave their way underground. They spoke fondly of Hollowdale… at least for a time. They would rarely elaborate as to why they left, but you could always tell that their eyes held fear when reminiscing about the last few years in Hollowdale. Before each survivor passed away, they all said the same thing. They need to return, go back to Hollowdale. Marin Blakely was the last to die. After hearing her pleading to return to Hollowdale, (insert Player 2’s name here) contacted the other grandchildren. Together they formed a plan and in December 2012 they came together for the first time in years. You will enter Hollowdale, on behalf of your deceased grandparents. You will discover what happened on that fateful day. And you will hopefully put an end to all these strange events that seem interwoven with Hollowdale’s very existence. The journey may have been long, but you are now close to your destination. A few rooms have been rented out at the local hotel, that way you can meet up with the other grandchildren. While you all arrived a few hours ago, you can’t wait through the night. It’s time to pack up what you need and leave the rest of your belongings behind. Shortly, you all will depart and reach your destination. You will finally set your eyes upon the cursed town that has intrigued you all these years. You are finally about to enter Hollowdale.
(Read after players leave the hotel)
You drive your rental car about an hour and a half into the mountains from your hotel. Turning onto an old dirt road, you continue until you’re forced to stop about 15 minutes in. The road is overgrown with vegetation, making driving through it impossible. You exit the vehicle and push your way through, keeping tabs that you’re still on the dirt road. After half an hour, the vegetation begins to dwindle until you are standing on the top of a large hill, looking down on what appears to be an abandoned town. Hollowdale. A rush of excitement fills you as you witness the town your grandparent grew up in. From here you can see what few buildings withstood the test of time. In the middle you can see what appears to be the Town Hall. To the west you see an old schoolhouse. To the east you see a dilapidated parish, and further beyond that a cemetery. An odd looking cabin is nestled at the very edge of Hollowdale. Farther to the north is the Lonely Lake. A path winds northwest, leading to the opening of a cave in the mountain. Trees are scattered throughout, with the Dread Forest weaving its way around town. The time is 8 p.m. on December 20th, 2012. You’d expect snow on the ground this time of year, yet you see none. When looking back, you’ll realize that this was the first warning sign. Something grips this town, something powerful enough to influence the very weather. But now, you don’t realize this. You head down the path. So many places to see, so many things to experience. Your journey into hell has just begun. Welcome to Hollowdale.
There are eight distinct locations in Hollowdale, detailed below. (Plus the Cracked Seal located within the Tunnels.) Each location will contain a description (written in italics right after the name of the location), which is to be read to the players once they arrive at that location for the first time. At the beginning of each hour the players will decide where to go. They may split up if they want, it’s completely up to them. After reading the description, they will explore the location, find clues and items, and potentially be attacked by a sinister entity. By the time players leave a location, they will choose where to go next, and then the next hour will begin.
Quick links:
As you walk down the dirt road towards the heart of Hollowdale, you notice various crumpled wooden structures all around. Heavily rotted wood plagues each pile. Some planks of wood have rusty nails poking out. Turning your attention away, you continue down the path until you eventually come across an old stone well situated in the middle of the road. From here, the road splits in multiple directions. You see to the right what looks to be the old Town Hall. It looks close to sharing the same fate as the wood piles you passed on your way here. There are also a couple small dilapidated cabins to the left and in front of you, which are in no better shape themselves. How they are still standing is beyond your comprehension, but you push ever onward. From what your grandparent told you before they passed, this town used to be lively, making you wonder if you’re in the correct town. How could this place be anything but dreary? You hear a soft creaking noise. Your head shoots over to the Town Hall as you see the door slowly open up. A light breeze tickles your face and you pray that this breeze is the cause of the door opening. You don’t know if you could bear anything else being the truth.
Special Notes:
- There is a single jail cell in the Town Hall.
- Mayor McCloud’s office is in the Town Hall.
- The Council Chamber is where all Town Hall meetings were conducted.
- There is an old stone well outside of the Town Hall.
What happens based on when you visit this location:
- First location: You find a few people hanging from the ceiling by hooks attached to chains. Screams can also be heard coming from the jailhouse, though when checking no one will be there. You can also hear scratching coming from the bottom of the well. You find an extra item.
- If you visit Sycamore Pier before this place: You smell sewage water within the walls and if you listen closely you can hear water sloshing between the walls as if it’s moving from room to room.
- If you visit Saint Dymphna’s Parish before this place: The players won’t find one random clue. You won’t find one regular item.
- Came from Miner’s Shack: The previous monster follows you.
- This is the fourth location you visited: Your eyes fill with some weird dream or twisted memory. Hollowdale is in flames, completely and utterly. The tunnels have been caved in. You hear screams, monstrous screams, coming from the tunnels themselves, though you get the feeling that this has only set the monsters back a bit. The flames feel real, as if you’re being cremated alive. You scratch your skin, hoping to relieve the pain and release your peeling your own skin and muscles right off the bone. You fall onto your ass and scream. The vision slowly fades and you are back at the Town Hall.
Clues that can be found here:
- The Lust sigil (upside down Chastity sigil) found on a torn piece of paper
- Sins can be turned into virtues, Just by flipping them upside down.
- List of Disappearances (Found in Town Hall, Saint Dymphna’s Parish, or Grimhollow Schoolhouse)
Possible items found here:
- Ashen Dogwood Stake (only found here and is required for a possible ending)
- Cursed Doll (found in the Town Hall or Grimhollow Schoolhouse)
- Matches (found anywhere)
- Tea set (found anywhere at any time if you wanna make the game easier)
Other items (only one of these can be found here unless they return to this location later)
- Bandage (found at the Town Hall, Slumbering Steppe Cemetery, or Grimhollow Schoolhouse)
- Box of nails, three uses (found at the Town Hall, Saint Dymphna’s Parish, or Miner’s Shack)
- Hammer (found at the Town Hall, Saint Dymphna’s Parish, or Miner’s Shack)
>> Return to Main Contents
>> Return to Locations List
Sycamore Pier
Your nerves are on end as you walk down the forested path towards the lake. Trees scattered all about, you feel as though something is…watching you…waiting just beyond the edge of shadows. An old shack makes its appearance, resting next to the Lonely Lake. As you approach, you can see that while the door is shut, it’s not doing a good job of keeping anything out. The top and bottom of the door have long since rotted away, and the middle has holes throughout as well. The wind rises off the lake, rocking the door back and forth as well as a few loose wood panels of the old boathouse. You know something about Hollowdale is off. The disappearance, this persisting feeling of dread and anxiety… Something sinister is making its move. You brace yourself and push the door open, preparing yourself…because you know that while your mind may have played tricks on you before, this time you are certain. You know for a fact… that something just moved inside…
Special Notes:
- There is an old plank bridge that goes partway on top of the Lonely Lake.
- There are a couple of small boats inside the boathouse.
- There is an opening in the boathouse. It is most of the right wall when inside the boathouse. This allows people to dock the boats within the building.
What happens based on when you visit this location:
- First location: A light appears at the end of the dock going into the Lonely Lake. If they look onto the lake they can see a dark mass with what appears to be tentacles deep within the lake. Shortly after, a loud bang can be heard from the boathouse. You find an extra item.
- If you visit Slumbering Steppe Cemetery before this place: The ground outside begins to crack and things start to crawl out of it. If they run to the boathouse, then they will permanently disappear.
- If you visit Charred Cabin before this place: The players won’t find one random clue. You won’t find one regular item.
- Came from Town Hall: The previous monster follows you.
- This is the fourth location you visited: You see tunnels burrowing deeper and deeper into the earth as it branches into multiple paths. 4 small chambers appear, each one harboring a stone slab with some kind of sigil on them. Each sigil is different and you feel like you’ve seen them before. Your vision moves to three switches, each one a different color. Each switch also has a sigil. The vision ends shortly after seeing this.
Magic switch (Red/Green)
- Red activates the magic of this switch.
- Red: A hidden tunnel can be found connected to another location without a magic switch.
- Green: The noise you make at the next location will sound louder to the monsters.
Clues that can be found here:
- The Envy sigil (upside down Kindness sigil) found on a torn piece of paper
- Sins can be turned into virtues, Just by flipping them upside down.
- List of Deaths confirmed by Doctor Besner (Found in Sycamore Pier, Slumbering Steppe Cemetery, or Miner’s Shack)
Possible items found here:
- King’s Claw (only found here and is required for a possible ending)
- Blood needle (found at Sycamore Pier or Saint Dymphna’s Parish)
- Matches (found anywhere)
- Tea set (found anywhere at any time if you wanna make the game easier)
Other items (only one of these can be found here unless they return to this location later)
- Box of nails, three uses
- Rusty hacksaw (found at the Sycamore Pier, Slumbering Steppe Cemetery, or Miner’s Shack)
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Situated on the outskirts of Hollowdale is the charred remains of an old cabin. A few structures remain, like the outline of the walls and a few wooden beams, but that’s not what catches your eye. The old wooden door appears to be untouched by the flames of demise. You move closer and feel some kind of aura radiating from the door, though it’s faint. Your grandparent told you stories relating to this cabin, before it burnt down. How a witch resided here, and how it was speculated that she caused the terrible events that plagued the town. Maybe that’s why it was burned down. Maybe the townsfolk have had enough and took matters into their own hands. You’re unsure, however, since your grandparent claimed shadowy figures entered the cabin before it caught on fire. These shadows didn’t resemble anyone who lived in Hollowdale, so who could they be? The witch wasn’t seen after the fire, so maybe she truly met her demise. Or maybe she escaped. The events seemed to become worse and more frequent after the burning. Who knows? The burnt remains seem to beckon you forth, towards the door. You feel an urge to open the door that miraculously survived and walk in. You grip the doorknob and that’s when you notice it. A shadow appears to your right and you jump back as it seems to move. You realize that the shadow was cast from the moonlight upon the trees. You steel your nerves, at least temporarily, and open the door.
Special Notes:
- The Old One used some of his magic on the door, protecting it from the fire. It also allows the players to travel back in time to before the cabin was set on fire.
- When the players walk in, they are greeted with a rather nice looking cabin interior. But they are not safe. Genevieve the witch is still alive at this time and plans on killing Player 3. She knows what he is planning and wants to put a stop to her descendant before he destroys the universe.
- Have Genevieve seem like a threat to the entire group, but she is mostly out to kill Player 3. Anyone that gets in her way needs to be tossed aside.
- Give players ample possibilities to burn the cabin down. The players were the shadowy figures seen the night the cabin burned down. They were sent back in time by the Old One so that Marin’s descendent can complete the ritual without worrying about the other traitor.
- If for whatever reason Player 3 dies here, Genevieve sets her own cabin on fire and throws everyone out of the cabin. She will then have a chance to reappear later down the road.
What happens based on when you visit this location:
- First location: You can still smell smoke as if this cabin was recently burned down. You hear knocking coming from the door. Some monstrous scream is heard and then running footsteps can be heard as it runs towards the players.
- If you visit Town Hall before this place: You see humanoid shadows entering the cabin, then smell smoke, which quickly dissipates.
Clues only be found here:
- The Pride sigil (upside down Humility sigil) found on a torn piece of paper
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You trudge up a small hill towards the rundown parish. Its steeple used to inspire hope, as if it itself could rip through the darkness cast over this old town. However now it seems this darkness is all consuming. Farther down the hill, off in the distance, you see the graveyard. On the opposite side you see the town hall. All around dead trees abound, casting shadows in likeness of twisted corpses, adding to the ambiance of this ghost town. Did anything truly live here? Or was this always meant to be a graveyard of banished hopes and dreams? A chill wind sends a shiver down your spine as you turn and inspect the old parish. In spots you can see that it used to be white, but almost all the paint has chipped off by now. The windows are boarded up, the doors slightly opened and falling in on themselves. They’re barely connected to the door hinges. You glance towards the shattered window on the second floor. Is it just you, or did a shadow move away just as you looked? Regardless, you came all this way, if you don’t enter now you’ll just waste your time. You take a step forward before glancing behind yourself, then to your side. You can’t tell if something really is here, or if you’re losing your mind. The parish awaits, welcoming you…calling you…begging you to enter and explore its inside…and discover anything…and everything…that resides within…
Special Notes:
- There is an upstairs but it’s rather small.
- There are only a few rooms inside the parish.
- The main room has a gigantic cross, but it’s flipped upside down.
- Bibles and hymn books are tossed and shredded everywhere. The parish looks completely ransacked, though there is still ample room to walk.
What happens based on when you visit this location:
- First location: A mannequin will be here and act as normal. You find an extra item.
- If you visit Grimhollow Schoolhouse before this place: After leaving the room with the pews, coming back to it will have the cross turned upside down and all the pews stacked precariously on top of each other.
- If you visit Town Hall before this place: The players won’t find one random clue. You won’t find one regular item.
- Came from Sycamore Pier: The previous monster follows you.
- This is the fourth location you visited: A ritual centered around cracks in the ground fill your mind, with a wooden stake impaling something…familiar. You feel as though you yourself are pinned down, or maybe one of your friends. Maybe it’s just a limb, you don’t know, except for the fact that whatever is impaled is a human, and one you’ve seen before. You try to focus on it more, causing the vision to fade.
Clues that can be found here:
- The Greed sigil (upside down Charity sigil) found on a torn piece of paper
- Sins can be turned into virtues, Just by flipping them upside down.
- List of Disappearances (Found in Town Hall, Saint Dymphna’s Parish, or Grimhollow Schoolhouse)
Possible items found here:
- Glass Eye (only found here and is required for a possible ending)
- Blood needle (found at Sycamore Pier or Saint Dymphna’s Parish)
- Matches (found anywhere)
- Tea set (found anywhere at any time if you wanna make the game easier)
Other items (only one of these can be found here unless they return to this location later)
- Box of nails, three uses (found at the Town Hall, Saint Dymphna’s Parish, or Miner’s Shack)
- Hammer (found at the Town Hall, Saint Dymphna’s Parish, or Miner’s Shack)
- Rope made of intestines (found at Saint Dymphna’s Parish, Slumbering Steppe Cemetery, or Grimhollow Schoolhouse)
- Crucifix (found at Saint Dymphna’s Parish or Slumbering Steppe Cemetery)
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Tombstones scatter the field laid out before you, sticking up like twisted fangs. Some are weathered beyond recognition, some have chips or even chunks knocked off somewhere on it. The paths between are the main culprit in regards to the arrangement of graves. It’s almost as if the cemetery wasn’t planned at all, they just added the bodies as they appeared. In the middle of Slumbering Steppe Cemetery looms the mausoleum, made of stone as dark as the night sky. And near the edge of the cemetery is where the morgue resides. It’s cool outside, the ground hard as you walk on it. So why does it seem like the ground in the cemetery is unnaturally soft? Almost as though you are beginning to sink… You take a step back onto the path and push the thought out of your mind. You’re here for a reason, right? Or did you forget? You know, the twisted row of tombstones is starting to make you feel a little…comfortable. Relaxed. You’ve done an awful lot of walking today, with no place to stop and take a breath. With the ground like this…maybe you should stop and take a seat… I mean, at least you could rest your back against the tombstone. You should feel ecstatic, this place is finally being so accommodating (scream as loud and high pitched as possible). You hear a loud, ear-shattering screech in the distance. Where did it come from, the morgue? Maybe back towards town? You realize what you were thinking of a second ago and shake your head. You might have had your doubts before, but now they are confirmed: whatever is here is getting closer with each…passing…second.
Special Notes:
- There are multiple gravestones which players can hide behind if necessary.
- There is a morgue on the edge of the property.
- There is a mausoleum situated in the center of the cemetery.
What happens based on when you visit this location:
- First location: Some tombstones will appear closer to them as they walk and the ground where the bodies would be buried is extra soft as if players sink into the ground. You find an extra item.
- If you visit Miner’s Shack before this place: The morgue and Mausoleum will be closed shut and blocked, though players can still find their way in.
- If you visit Sycamore Pier before this place: The players won’t find one random clue. You won’t find one regular item.
- Came from Saint Dymphna’s Parish: The previous monster follows you.
- This is the fourth location you visited: You see tunnels burrowing deeper and deeper into the earth as it branches into multiple paths. A small chamber appears in front of you, which holds 3 mysterious stone slabs. Each one feels almost magical, as if they were created to stop or restrain something. You know these are part of a set, and four more can be found, though when you try to look for them the vision ends.
Magic switch (Yellow/Orange)
- Yellow activates the magic of this switch.
- Yellow: A hidden tunnel can be found connected to another location without a magic switch.
- Orange: Fog begins to enter this location regardless if there’s another monster there or not.
Clues that can be found here:
- The Wrath sigil (upside down Patience sigil) found on a torn piece of paper
- There are five chambers inside the tunnels. However, seven sigils are required for the sealing.
- List of Deaths confirmed by Doctor Besner (Found in Sycamore Pier, Slumbering Steppe Cemetery, or Miner’s Shack)
Possible items found here:
- Cracked Skull Bowl (only found here and is required for a possible ending)
- Petrified hand (found at Slumbering Steppe Cemetery or Miner’s Shack)
- Matches (found anywhere)
- Tea set (found anywhere at any time if you wanna make the game easier)
Other items (only one of these can be found here unless they return to this location later)
- Bandage (found at the Town Hall, Slumbering Steppe Cemetery, or Grimhollow Schoolhouse)
- Box of nails, three uses
- Rope made of intestines (found at Saint Dymphna’s Parish, Slumbering Steppe Cemetery, or Grimhollow Schoolhouse)
- Rusty hacksaw (found at Sycamore Pier, Slumbering Steppe Cemetery, or Miner’s Shack)
- Crucifix (found at Saint Dymphna’s Parish or Slumbering Steppe Cemetery)
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Two trees, barren of leaves, sway in the wind before you. Acting almost like a gate to Grimhollow Schoolhouse…or maybe as a warning? With each step you take, you hear a pound. And then another…and another… These poundings seem to be getting louder…faster. You make it to the doors of the old schoolhouse and swing them open with ease. The pounding resonates throughout your whole body and you realize…it’s coming from your heart. You close your eyes…steady your breathing…then force your body to move, one step at a time.
Special Notes:
- This schoolhouse has a decent amount of rooms and a couple hallways.
- This schoolhouse taught kids of any age.
- Screams and laughter of children can apparently still be heard…
What happens based on when you visit this location:
- First location: You see ghosts of children running around, some of which might even follow you. You find an extra item.
- If you visit Saint Dymphna’s Parish before this place: Certain items will turn upside down or shoot out from where it once was. Players will sometimes be grabbed and held in place by the ghosts.
- If you visit Town Hall before this place: The players won’t find one random clue. You won’t find one regular item.
- Came from Slumbering Steppe Cemetery: The previous monster follows you.
- This is the fourth location you visited: You see tunnels burrowing deeper and deeper into the earth as it branches into multiple paths. 4 small chambers appear, each one harboring a stone slab. The origin of these are unknown, though you feel a certain magic exude from them. You know all 4 are connected and you feel magic emanating from some kind of sigil that has been inscribed onto the slabs but as you begin to think on this the vision ends.
Magic switch (Blue/Purple)
- Blue activates the magic of this switch.
- Blue: It’s harder for the monsters to find the players at the next location.
- Purple: A hidden tunnel can be found connected to another location without a magic switch.
Clues that can be found here:
- The Sloth sigil (upside down Diligence sigil) found on a torn piece of paper
- There are five chambers inside the tunnels. However, seven sigils are required for the sealing.
- List of Disappearances (Found in Town Hall, Saint Dymphna’s Parish, or Grimhollow Schoolhouse)
Possible items found here:
- Demented Diary (only found here and is required for a possible ending)
- Cursed doll (found at the Town Hall or Grimhollow Schoolhouse)
- Matches (found anywhere)
- Tea set (found anywhere at any time if you wanna make the game easier)
Other items (only one of these can be found here unless they return to this location later)
- Bandage (found at the Town Hall, Slumbering Steppe Cemetery, or Grimhollow Schoolhouse)
- Box of nails, three uses
- Rope made of intestines (found at Saint Dymphna’s Parish, Slumbering Steppe Cemetery, or Grimhollow Schoolhouse)
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You follow the main dirt road to the end. After all the twists and turns, you’ve found yourself at an old shack nestled against the mountain wall. Next to the shack you notice a large squarelike hole leading into the mountain itself. This must be the entrance to the tunnels the miners used when excavating. You turn your sights back towards the Miner’s Shack. No windows that you can see, same with the door. You hear a scratching sound, claw against wood. Is it coming from the outside…or the inside? You shine your flashlight but don’t see anything that could create the noise. You breathe in quickly. Quick, harsh breaths. You begin to get dizzy. The air somehow seems thicker here. Is it from the dust? You clutch your chest and try to control your breathing. You focus on counting. One…two…three…four…five…six. You calm your nerves, at least slightly. Time to move. Quicker you get in, the quicker you get out. At least…you hope…
What happens based on when you visit this location:
- First location: The door appears locked but can be opened through other means. You find an extra item.
- If you visit Sycamore Pier before this place: Water appears to be leaking out of the walls and floor and slowly makes its way towards the players. As this happens, footsteps can be seen in this water walking towards the players.
- If you visit Slumbering Steppe Cemetery before this place: The players won’t find one random clue. You won’t find one regular item.
- Came from Grimhollow Schoolhouse: The previous monster follows you.
- This is the fourth location you visited: A ritual centered around cracks in the ground fills your mind, with tentacles rising out of the water at the bottom of the chasms. The tentacles slowly work their way up the stone walls towards you, then in a flash they lash out and grab you, promptly ending the vision.
Clues that can be found here during the first visit:
- The Gluttony sigil (upside down Temperance sigil) found on a torn piece of paper
- There are five chambers inside the tunnels. However, seven sigils are required for the sealing.
- List of Deaths confirmed by Doctor Besner (Found in Sycamore Pier, Slumbering Steppe Cemetery, or Miner’s Shack)
Possible items found here:
- Onyx Ring (only found here and is required for a possible ending)
- Petrified hand (found at Slumbering Steppe Cemetery or Miner’s Shack)
- Matches (found anywhere)
- Tea set (found anywhere at any time if you wanna make the game easier)
Other items (only one of these can be found here unless they return to this location later)
- Box of nails, three uses (found at the Town Hall, Saint Dymphna’s Parish, or Miner’s Shack)
- Hammer (found at the Town Hall, Saint Dymphna’s Parish, or Miner’s Shack)
- Rusty hacksaw (found at the Sycamore Pier, Slumbering Steppe Cemetery, or Miner’s Shack)
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The tunnel mouth opens wide as you look deep into it. You feel a menacing presence coming from within. The opening appears to get larger the more you look at it. You rub your eyes and glance back. The opening is just as big as when you first set your eyes on it. You calm your breathing, you steady your mind. The problem is, no matter how many calming techniques you employ, you can’t push out the dreadful foreboding coming from within these tunnels. Something is down there. You don’t need your senses to tell that. You don’t need to look down there, or listen for any distinct sounds. This feeling is more primal…almost as if it has a direct connection to creation itself…or maybe the opposite of creation… You fight back your fears the best you can, but they remain ever present, maybe even stronger than before…almost as though the more you fight the stronger it becomes. With fear gripping your heart, you move forward. Each step you take echoes down the long and dark tunnels. With a quivering gulp you know, deep down…they know you’re here.
Special Notes:
- There used to be multiple tunnels once you entered the mine, but it now appears that the old blocked off tunnel is the only accessible one.
- The tunnels will diverge and reconvene at multiple points. This could make for an interesting running scene.
- Water, moss, stone walls, and much more can be added to the tunnels. Make it as unique or creepy as you want.
- Towards the end is the chamber that houses the cracked seal.
- If you keep going down the tunnel past the cracked seal, then it will lead to branching paths that then lead to the special chambers that house the stone slabs. These are where the sigils must be drawn.
This is an important location as it houses the cracked seal, so it is tied to every possible ending. However! No clues or items can be discovered here.
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You enter an open cavern and a wave of overwhelming dread fills your body. Chasms leading into dark, murky water line most of the edges to this room. One misstep and your fate is sealed. The opposite end appears to be another tunnel heading deeper underground. But you can’t get there unless you walk on top of a giant pentagram carved into the middle of the stone floor. And in the middle… Oh God, the middle… Runes seem to be etched in a circular pattern situated in the middle of the pentagram, with a giant crack running through it. You slowly step closer. The red light emitted from the cracked seal lights up the cavern and you notice something is underneath. Visions penetrate your mind. You witness horrors way beyond your comprehension. Something is sealed away, something older than time. Older than our very universe. And it appears to be breaking out any second now. Your mind, more fractured than it has ever been, can barely focus. Dread consumes you and you’re paralyzed. Do you even have a chance against this unfathomable power? You find the courage to move. Escaping isn’t an option. You must stop whatever is sealed away. If you don’t, then escaping won’t matter. No matter where you go, no matter how far you travel or where you hide, it won’t matter. It will find you. It will consume you, as it will consume everything in existence. You have no time to waste, for dawn is approaching. You clear your mind and run forth. You have a lot of work to do.
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These events will help make your experience more unique. I would shoot to only include two to three location based events and one event that happens when visiting a location the second time. These events can help the players as well as make the monsters more powerful. This gives players the ability to affect the world around them without realizing exactly what problems they may cause. Don’t tell the players the different options they have. Just tell them the bolded words and based on what they say they want to do, put a line next to the Outcomes with the correct letter. This will keep track of the progress the players have made.
As you enter the jailhouse you see a key ring hanging in the wall with 2 rusty keys attached to it. To the left is a locked cell with a box strapped to the ground with chains. To the right is a locked cell that has two keyholes (Town Hall).
- Don’t use any keys. (F)
- Choose left (get an extra item). (A, B)
- Choose right (find a secret tunnel). (C, D)
- Take the keys but don’t use them. (E)
A boat is partly hanging from the ceiling, with the right end touching the ground and the left end lower than it should be. You see a couple of pulley levers connected to the ropes holding the boat in the air (Sycamore Pier).
- Pull the right pulley to the left end height (the monster now knows where the players are). (D)
- Pull the right pulley to the highest positioning (the monster now knows roundabout where the players are). (A, C)
- Pull the left pulley to the highest positioning.(B, D)
- Pull both pulleys to the highest positioning (increases sanity). (E)
- Don’t pull either pulley. (F)
5 candles are sitting in a circle with a sixth one in the middle (Saint Dymphna’s Parish).
- Don’t light any (the monster is alerted to their location). (D, F)
- Light 1 or 2 candles (decreases sanity). (D)
- Lighting 3 or 4 candles. (A)
- Lighting 5 candles (the monster believes the players are somewhere else and buys them more time). (B, C)
- Lighting all 6 candles (increases sanity). (E)
You find a room filled with jars, each one containing a body part or organ of a human. Some jars have cracks in them, and some of the heads or eyes seem to turn and look at you as you enter the room (Slumbering Steppe Cemetery).
- Immediately walk out (find one less item). (F, D)
- Take a jar (find one extra item). (B)
- Smash a jar (decreases sanity). (C, D)
- Don’t do anything (increases sanity). (A, E)
An ancient looking bookshelf is nestled in a corner with four dusty books scattered across the floor (Grimhollow Schoolhouse).
- Don’t touch the books (decreases sanity). (F)
- Place one book on the shelf (the monster knows where the players are). (B, C)
- Place two or three books on the shelf (increases sanity). (A, D)
- Place four books on the shelf (instantly find the Demented Diary item if not found already). (E)
There’s 3 bowls sitting next to each other. The left and right bowl has a bright red apple, the middle bowl has nothing. Another apple can be found on the floor (Miner’s Shack).
- Don’t touch the apples. (B, F)
- Placing the apple in the middle bowl will cause the apples to turn black (increases in sanity). (E)
- Putting all apples in a single bowl will turn them white. (A)
- Taking the apples out of the bowls will cause them to rot quickly (decreases in sanity). (C, D)
Second Time Location
You find a picture of someone with their head smashed in hanging on its side by a single nail, with three other nail holes on the other corners.
Don’t use any nails (decreases sanity). (F)
One nail is used (increases sanity). (A, C)
Two nails are used (increases sanity). (B)
Three nails are used (find an extra item). (D, E)
You see a door slam in front of you and then hear a light knocking, which slowly increases in volume until you hear loud pounding on the other side of the door. After about half a minute of this, it goes back to a light consistent tapping.
Open the door (increases sanity). (E)
Walk away (decreases sanity). (A, B, C, D, F)
You find a wooden statue representing what you think is a human without hands or feet. The right arm is too long and the left leg is too long.
Shorten the right arm (decreases sanity). (B, D)
Shorten the left leg (decreases sanity). (C, B)
Shorten both (increases sanity). (E)
Desecrate the statue (decreases sanity a lot). (D, F)
Don’t touch the statue. (A, F)
Outcomes
A: Fog Monster
- Fog makes it harder to breathe when players are near.
- Easier to find players.
- Can hide more locations in fog every hour.
- When running from this monster, increase pulls by 1.
B: Mind Monster
- Illusions are easier to pull off and more believable.
- Easier to find players.
- Can change two answers instead of one when it uses its ability.
- When running from this monster, increase pulls by 1.
C: Fungus Monster
- Can leave mushrooms in a location even when it’s not there.
- Easier to find players.
- Easier for players to become infected.
- When running from this monster, increase pulls by 1.
D: Terror Monster
- Sanity drops even more when players interact with this monster.
- Easier to find players.
- Require an extra pull when looking at or near this monster.
- When running from this monster, increase pulls by 1.
E: Good
- Sanity increases for each player present.
- Can put a row of blocks on the top of the tower.
- Easier to hide from the monsters.
- Require one less pull when escaping a monster.
F: Bad
- Decrease sanity for each player present.
- Each player must now pull one block.
- Easier to get bad injuries.
- All monster effects are now increased.
Quick links:
- If the players look closely enough, they can see some sort of gray silhouette vaguely moving somewhere in the fog.
- This monster causes the mysterious fog that appears around the edge of town, as well as within each of the locations depending on the time.
- This monster is hard to fight because it’s nearly impossible to tell where it’s at. However on the flip side, this monster is also the weakest in terms of attacking the players.
- The fog created by this monster can target players and follow them. The fog sticks to the floor as it’s denser than air, but the more fog that pours into the room the more the room fills up.
- If players try to leave Hollowdale by going into the fog, they will need to make a pull. The outcome will always be them returning from where they entered the fog. If they try entering the fog again, they will need to make two pulls, and then they will return from where they entered the fog once more. If they try a third time, they will pass out and their body will disappear. They will reappear in another random location at the start of the next hour.
- If the players begin to breathe in the fog, they will need to make pulls. If they stay in the fog too long, they’ll eventually pass out and their body will disappear. They will reappear somewhere random at the start of the next hour.
- Has a caved in face and as it eats memories, you can see some sort of mass grow in the back of its head.
- This monster can alter memories, make memories disappear, or add fake memories to any player that comes into direct contact with it. It’s also a master of illusion, though these illusions only appear in certain players’ heads instead of manifesting in reality.
- This monster can change aspects on questionnaires, which will slowly change the entire character of that player.
- This monster can make other players seem like monsters or other objects. This may cause a player to attack said monster and pull for the attack, when in reality they are attacking another player. The player that is being attacked will need to pull for the attack and then suffer an injury because of it.
- This monster kind of looks like a tall and thin rotting corpse with mushrooms growing everywhere on its body, with most of them on its head.
- If this monster gets too close to a player or touches a player, then that player can become infected. This means that a variety of effects could take place constantly until the player is no longer infected. These effects can include:
- When pulling a block, increase the amount by one or even two if the infection is bad enough;
- Causing a player to lose control of an appendage, essentially rendering it useless;
- Allowing the other monsters to know where they are;
- Infecting nearby players if it’s a bad infection.
- This monster can infect any corpse it finds and use its fungal spores to take control of that corpse, including players if they end up dying and coming into contact with this monster.
- This monster has an elongated neck, its head constantly tilting back and forth, with its jaw broken and hanging to the top of its chest. It has multiple cuts along its body and upon inspection you see things moving underneath. It has more fingers than it should, same with the joints in its arms and legs. It has more limbs jutting from its back as if they ripped through its skin. Its forehead is partially caved in. You see what appears to be a dreadful bump the size of a baby’s skull protruding from its shoulder.
- If a player looks into this monster’s face they must make a pull. If they make a pull this way, walk around them. If they look into the monster’s face again, they must make another pull immediately.
- Coming into contact with this monster will drastically decrease a player’s sanity. The first time a player looks into the face of this monster they will always only pull one block. However after that, any time a player looks at this monster, they will have to pull at least two
- As time goes on, just looking into the general direction of the monster is enough to have the players pull.
- This monster is insanely strong and agile, fighting against it is suicide. Hiding is the best option as the players cannot outrun it.
- Play a heartbeat sound when this monster is close.
- This monster is the most deadly in terms of coming into contact with the players.
This ritual aims to shatter the cracked seal and free the Icy Void.
To correctly perform the full ritual:
- Must be after 3 a.m. to begin the ritual:
- Bring the body of Player 1 (the player with the Anderson last name), either dead or alive, and place the body in the center of the cracked seal.
- Impale the body with the Ashen Dogwood Stake, pushing the stake into the cracked seal beneath the body.
- Stand on the point of the seal marked with an x.
- Once all components are in place, chant this with intensity:
- Relinquere imperium mundi (Relinquish control of the world)
- Et carnem infirmorum abjicite (And cast aside the flesh of the weak)
- Ignis perit (The Fire Perishes,)
- Constringitur in vacuum, ad desolationem (Frozen into the Void, marching towards desolation)
- Finis doloris finis omnium (The end of pain is the end of all)
- In perpetuum. (Forever.)
To perform the partial ritual:
- Must be after 3 a.m. to begin the ritual:
- Bring the severed limb belonging to one of the other players (not yourself).
- Sever one of your legs and eyes above the cracked seal, as well as one ring and index finger on one hand.
- Stab your severed leg as well as the other severed limb belonging to another player with the Ashen Dogwood Stake in the middle of the cracked seal.
- This next part has three possible options:
- Place the two fingers and eye into the Cracked Skull Bowl and place this anywhere near the cracked seal;
- Place the two fingers anywhere near the cracked seal side by side, then place the Onyx Ring on top of the fingers with the eye resting on the ring;
- Place the Demented Diary anywhere near the cracked seal while it is open, then place the fingers and eye on the pages;
- Once any one of these are done, light the contents on fire and take your place on the point of the seal marked with an x.
- When all components are in place, chant this with intensity:
- Nam possum deficere (For I may fail)
- Curis inanis non (The Void cares not)
- Desolatione sequitur omnia (Desolation follows all)
- Et omnia reddenda (And all must return)
- Ad cinerem dimissionis. (To the ashes of demise.)
This ritual aims to channel the life energy from the Icy Void into the Old One, finally allowing him to awaken.
To correctly perform the full ritual:
- Must be after 3 a.m. to begin the ritual:
- Correctly activate all three switches to the magic circle (each switch must be set to a primary color, and when they are they will lock into place).
- Bring the body of Player 4 (the player with the King last name), either dead or alive, and place the body in the center of the cracked seal.
- Impale both eyes of Player 4 with the King’s Claw.
- Once all components are in place, chant this with intensity while standing on top of the cracked seal:
- Cahf ah nafl mglw’nafh hh’ ahor syha’h ah’legeth, ng llll or’azath syha’hnahh n’ghftephai n’gha ahornah ah’mglw’nafh. (That is not dead which can eternal lie, and with strange eons even death may die.)
To perform the partial ritual:
- Must be after 3 a.m. to begin the ritual:
- Activate at least one switch correctly in the magic circle.
- Bring a body part from any other player (not yourself) and place it on top of the cracked seal.
- This next part has three possible options:
- Gouge out one of your eyes and replace one of them with either the Glass Eye or the Onyx Ring (if you choose the Onyx Ring, make sure the gemstone is facing away from your skull, that way it looks like you have a gem for an eye).
- Place the Demented Diary anywhere near the cracked seal while it is open and cut yourself deeply, allowing a lot of blood to fall onto the pages.
- Sever two of your limbs with the King’s Claw while standing above the cracked seal, then impale the crack with the bloodied claw.
- Once all components are in place, chant this with intensity while standing on top of the cracked seal:
Ya bthnk given yogor, mgah’ehye n’gha lllln’gha ya. Y’ goka ya nilgh’ri l’ ymg’, l’ cahf ymg’ ahornah nafl’fhtagn ephaii. (My body given up, let death consume me. I give my all to you, so that you may rise again.)
There are seven possible endings in Hollowdale. As players interact with the environment, they influence the ending of this One-Shot. Keep track of what players have done so that you know how close they are to finishing the game. If for whatever reason the clock reaches 6 a.m. and no ending was achieved, then it will default to the All Else ending. The point in solving the mystery is so that players can determine the best course to end the game.
Ritual One (Requirements are in the Ritual One Section)
Full ritual is performed:
The glowing seal begins to crack further, extending across the cavern floor, ripping up stone and dust as the Icy Void breaks free. The Icy Void breathes in, sucking up all the oxygen in the cavern. You all fall to your knees, gasping for air. “No more rebirth. No more sealing. My time has come, let all know that nothing awaits them. Nothing but anguish and despair. The universe will finally feel the freezing touch of eternal damnation as all will enter the ever encroaching void.”
Partial ritual is performed:
The seal cracks even more as a hand black as night erupts from it. An entity of unknown scale and power claws its way out of the ground. (Player 3’s name) kneels on the ground as they waste away, flesh shrinking and crumbling to dust, with their bones soon following. “You all will know pain. You will know torment. You will know…death.” A white flame erupts in front of It, and walking through the flames is the Phoenix King, who has come to seal its Twin once more. While the two grapple, it’s clear that the Icy Void is stronger. After half a minute, the Forsaken Elder God quickly rips off the Twin’s head. It turns to you all and grins. And that’s when you know. You are already dead.
Ritual Two (Requirements are in the Ritual Two Section)
Full ritual is performed:
A scream can be heard, originating from the cracked seal as (Player 2’s name) creates a magical connection from the seal to the Lonely Lake. The red glow slowly dims from the cracks as the ground begins to shake. The tunnel walls crack and cave in, with water rushing in at dangerous levels. You hear another scream, one of triumph as the ground begins shaking. Your vision dims as you telepathically see a giant creature emerge from the Lonely Lake. Tentacles, gills, claws, and fangs fill its grotesque body. It holds out a single hand and rips a tear in reality itself. From this wormhole, more of these eldritch horrors are released. There is no hope. All will be enslaved by these new monstrosities. The cavern is steadily filling up and you still can’t see. It doesn’t matter what that monster is doing now. You already know, you can’t escape your fate.
Partial ritual is performed:
(Player 2’s name) kneels on the ground as they waste away, flesh shrinking and crumbling to dust, with their bones soon following. You see their soul bond with the cracked seal, as well as searching for something else, something in the direction of the Lonely Lake. That’s when you hear it. An earthquake. Or was it a giant? The tunnel walls begin to crack a little and some water begins leaking through. It can’t be…is this coming from the lake? Was something truly living at the bottom this whole time? “Fear not brethren,” you hear in your heads, “while I still sleep, I am close. You will be allowed entry. Soon.” The voice disappears, and with it, your mind. You feel dizzy and collapse. Your sight dims until you can no longer see. All you can sense is a trickle of water on your hands, and eternal darkness all around. You realize now, you are not getting out of here.
The Seven Sigils
- Requirements: The four sigils are placed in their appropriate spots (Diligence, Temperance, Charity, and Patience).
- The Terror monster represents Wrath. It was the last one to emerge so it must be the first one sealed away.
- The Fungus monster represents Greed. It was the third one to emerge so it must be the second one sealed away.
- The Mind monster represents Gluttony. It was the second one to emerge so it must be the third one to be sealed away.
- The Fog monster represents Sloth. It was the first one to emerge so it must be the last one to be sealed away.
- The sigils must be placed in the correct order, and one sigil per stone slab. If not, then this ending does not activate.
- The last chamber has three stone slabs. The other three sigils go on each of these slabs, and order does not matter.
You run out of the room and head towards the cracked seal. You see stone moving like a wave, covering the cracks on the floor. The ground trembles as more cracks begin to appear. As you continue to watch, you notice fog moving in. You hear screams and look up, realizing that you are surrounded by the four monsters that have been chasing you all night. You take a step back slowly, breathing in quickly but having trouble breathing back out. The monsters move your direction, gaining speed with each step. The Terror pounces and right before it lands on you, it falls to its side covered in bones, rotting flesh, and tattered clothes. The zombies, they have come to your aid! The zombies, harboring their own wrath for what these monsters did to them all those decades ago enact their revenge. The monsters are pummeled by a horde of undead. They are pinned to the ground and more zombies pile on top. Rip as they might through the undead, they can’t feel pain. The zombies reform their body and keep attacking. Even the fog has been restrained. The monsters are pulled apart, limb from limb, skin torn off, and bones smashed in. After the struggle, after all the fighting, the monsters lie in complete ruin. Their bodies fall apart as what appears to be their soul returns to the seal. Seven special sigils glow on the ground, creating a new seal. The cracks are fixed, and the entity underneath can no longer be felt. The zombies turn towards you and after a few seconds of staring, they nod their head right before they collapse. You see a soft white light emanate and then leave their body, all of them heading out of the tunnels and towards the sky. You take one last look at the seal and it looks like a normal cave would. No omnipotent malicious entity here. You head for the exit and walk back outside. Fresh air fills your lungs. It renews your hope. You know the worst is put behind you and that your grandparent can now rest in peace. Snow begins to fall as the sun rises over the mountains and light shines once again on Hollowdale.
All Else
- Requirements: It’s 6 a.m. and no other ending activated.
The seal is lingering by a thread…and the Icy Void is pleased by this. It knows that anytime now it can be free. However, it would rather have its minions go forth. To tear apart creation one limb at a time. There is no coming back from this. No amount of hope will save them. The blood of the innocents, the screams of the anguished will only bring joy to this being. You can run. Matter of fact, go ahead AND run. Run as far as you can. Run until your feet bleed, and then run some more. Run until you feel your lungs begin collapsing. Run until your knees buckle, then begin crawling. And crawl, and crawl, and crawl. Because no matter what you do, no matter how far you run, how long you swim, or how much you think, you know deep down, it won’t matter. Like a cat playing with a mouse, you are already caught, you just don’t realize it yet.
List of Disappearances
- Anthony Morgan (11/3/1922)
- Ruby Downs (5/16/1923)
- Annie Winters (4/12/1931)
- Thelma Powell (2/14/1932)
- Willie Ellis (5/11/1935)
- Gerald Hopkins (1/8/1936)
- Ethel Weaver (7/10/1937)
- Melvin Wood (3/18/1938)
- Louise Oakes (1/1/1939)
- Russell Elsner (5/14/1939)
- Andrew Culver (5/17/1940)
- Elmer Blum (4/18/1941)
- Joyce Hannon (3/14/1942)
- Vernon Burroughs (5/29/1943)
List of Deaths confirmed by Doctor Besner
- Robert Galloway (3/18/1923)
- Margaret Haas (8/6/1931)
- Jack Blakely (9/20/1931)
- Joseph Braun (8/29/1936)
- Eugene Teske (9/29/1938)
- Roy Harris (10/5/1939)
- Hilda Garreth (8/21/1940)
- Francis Reyes (12/4/1940)
- Elana Patterson (11/23/1941)
- Herbert Krause (7/22/1942)
- Edna Hopkins (2/17/1943)
- Phyllis Hatfield (7/5/1943)
Monster drawing, split into five different pieces. The middle shows a cracked seal with something coming out. Then four pieces are ripped off, each one representing one of the four monsters (these are the Fog monster, Mind monster, Fungus monster, and Terror monster drawings). Next to each of the four monsters will be the sin sigil that belongs to that monster (Fog is Sloth; Mind is Gluttony; Fungus is Greed; Terror is Wrath). On the back will be a faint inscription (write these on the back!):
-
- For the Fog monster drawing: 3 required by 10/1/1923
- For the Mind monster drawing: 4 required by 7/15/1932
- For the Fungus monster drawing: 6 required by 12/15/1938
- For the Terror monster drawing: 13 required by 10/31/1943
There will be a drawing that has the tunnels and various sigils, each corresponding to a deadly sin. Each sin must be cut out as they will be found individually at the different locations.
Thanks for playing!
Story by Michael Maury
Read the full uncondensed version of Hollowdale here
The Dread system was created by The Impossible Dream.
With thanks to the following photographers for assets used in the title art
Sergiumarvel
The Digital Artist
Jplenio
Azula Methal