You are on page 1of 29

HOW TO PLAY

1
Contents

writing, game design,


Artwork & layout
CHARLIE MENZIES

writing, Editing & game


design
BARNEY MENZIES
No part of this publication may be reproduced, stored in a retrieval system,
or transmitted in any form or by any means, electronic, mechanical,
photocopying, recording or otherwise, without the prior permission of the
publishers.

This is a work of fiction. All the characters and events portrayed in this
book are fictional, and any resemblance to real people or incidents is purely
coincidental.

Don’t Play This Game © 2023, Parable Games LTD. All Rights Reserved.
Parable Games LTD, the Parable Games logo, are registered trademarks of
Parable Games LTD.

Designed in the UK

Parable Games LTD


167-169 Great Portland Street
London
W1W 5PF
UK
2
Contents

CONTENTS

Safety Tools..................................... 4
DON’T PLAY THIS GAME. GAME............ 6
The Game............................................ 8
Neccessary Supplies...................... 10
The Anchor........................................ 12
Staying alive...................................... 13
Events................................................ 14
Appendices.......................................... 27
Anchor Sheet.................................... 28

Click below to Follow us

3
HOW TO PLAY

Safety Tools
to recognise it and redraw
our lines to make sure things
Horror stories, at times, are remain fun.
purposefully distressing,
designed to shock and run There are two stages of safety
shivers up your spine. But in tools we recommend when
reading a novel or watching playing IF YOU’RE READING
a film there is always a THIS, I’M DEAD, one at the
boundary, a line where you are start of setting up your game,
experiencing these terrors the other used regularly
through the lens of another. throughout playing.
Their trials and tribulations
against whatever haunts them The first Safety Tool for a
are their own, and when you solo horror experience we
put the book down or watch the recommend using is a set of
credits roll the experience key questions when creating
stays there, in fiction. With your character and getting
roleplaying horror, especially ready to start playing.
in a solo capacity, the lines
are not as clearly drawn.
Character
You are creating a character, Who is my character and how
one who may be close to are they different from me?
yourself, the connection Drawing a distinct line
between you and them being between the fictional character
much stronger than another you are creating and yourself
fictional figure. It is here we is a healthy way to keep
have to be careful, playing separation
games should always be fun
and enjoyable and much like Comfort
other forms of fiction and The experience of playing
entertainment, should stay the game is a personal one,
that way. Horror is fantastic especially when played truly
for a fright and a thrill but solo. It is up to you to draw
shouldn’t linger with us in a the line of what horror your
negative way. If it begins to character may face. If a Event
get under our skin, we need is too intense or draws you

4
HOW TO PLAY

towards a subject matter you The Personal Check-In


are not comfortable with, skip
The second safety tool we
it and roll again. Are you
recommend using is the
comfortable with the
Personal Check-In. After
completing a few Events, set
Safety
the book aside and see how
The game sometimes asks you to
you are feeling. If the game
go out and gather artefacts to
is becoming too overwhelming
add to your story. These are
or Eventing too many negative
designed to generate creepy
feelings, take a break. Games
keepsakes to remember your
are meant to be cathartic
character’s journey. When
experiences, but there can be
collecting these, always ask
too much of a good thing. The
yourself, am I safe doing
solo and focused nature of
this? Is this the location
the game has the chance to get
I am going to safe? Is the
lost in, so just take breaks
item I am creating/collecting
and remind yourself, its just
safe? For example, going to
a game and you are telling a
the park during the day to
story, a creepy one but not a
take some photographs could be
real one.
deemed safe. Going at night
to an abandoned and unstable
building to collect rusty
shards of metal, arguably not
safe. Gathering these artefacts
should be fun and relatively
spooky, but always make sure
you are not endangering
yourself doing so. If you are
going further afield or going
somewhere more isolated, tell
someone where you are going,
take a friend and any other
necessary precautions to look
after yourself.

5
HOW TO PLAY

DON’T PLAY
front, nothing to foretell the
horror that it would bring

THIS GAME
to my life. The first page of
the book came scrawled with a
clear warning:

Oh come on, please stop


You must play this game or in
reading, otherwise it’ll
7 days or something bad will
happen to you too, it says
happen…
it on the cover for Christ’s
sake.
I ignored it, some stupid
chain letter prank I was sure.
Well if you’re reading this
But then 7 days later my dog
it’s already too late, you’re
got hit by a car. I read the
cursed now. Anyone who reads
book again and, to my horror,
this must play this game or
the pages had changed:
bad things will happen. Trust
me because, well, I didn’t
You must play this game or in
play, and if you’re reading
7 days or something bad will
this, then I’m dead.
happen…

You might be familiar with


Told you so…
how legacy games work, as a
game gets played over time
I tore the above segment out
it changes transforming from
of the book in a rage but
what it was into something
when I came back to the book
completely new. Well, this I
the next day the page was
guess is kind of like a legacy
undamaged. This couldn’t be
game. You play it, it changes,
real, a dream, a sick hoax,
you pass it on. If you don’t
so I waited. Like an idiot.
play it and you don’t pass it
I waited. Another 7 days
on then you will be cursed.
past, I went out to pick up
something from the shops and
That’s kind of how this all
when I came home my house was
started. One day I received a
in ashes. Burnt to the ground.
book in the post, unlike this
Then I saw it, poking out
book it had no warnings on the
of the rubble and ash, the

6
HOW TO PLAY

book, still there. Completely


unscathed. I trembled turning
to the page and under it’s
previous warning it read:

‘You should really play with me…

You must play this game or in


7 days or something bad will
happen…’

Whatever it is that wants to


play it’s powerful, and it
will not rest until you play
with it.

So why do you have this book


now? Well unfortunately
passing the book on was part
of the game. This thing isn’t
content to play with just 1
person, it wants to play with
everyone, forever. I thought
by passing on the book I’d
perhaps escape, receive some
peace for me and everyone I
know.

But I was wrong, I should have


let it kill me but now you’re
cursed too and I’m sorry about
that.

GOOD LUCK.

You’re going to need it.

7
HOW TO PLAY

The Game Hello.

You’re still reading? Really? You’ve found me, and I’ve found
Well, it’s not like you have you.
much of a choice in the matter
now you’ve begun. But hey - Let’s play a game.
I’d get it if you wanted to
throw this book in the river Bad things are going to happen
and forget all about this. to you. Events in your life which
Sadly, It’s not that simple you will not be able to stop.
(miss you, Aunt Kathy). The When these Events happen, this
Entity that started all of book will ask you questions.
this wants you to play now. I want you to answer them.
It needs you to. You try and Write, draw, take pictures or
get rid of it, it’ll just even paint. Anything that allows
come crawling back, dragging you to create a Record of your
something worse along with it. experiences.
So what does it want? It wants
you, the Cursed, to create a If you ignore me, things will
Record of your experiences as get worse. If you don’t answer
it torments you. This is what truthfully, things will get
I found in the book when it worse. The only way to win is
came to me - a message about to play. Finish the game and I’ll
the game it wants you to play leave you be.
with it along with a warning.
If you get to the end, the Record
will pass to another so the
games can continue. Forever and
ever. Doesn’t that sound fun?

I didn’t believe it at first.


I mean who would, right? But
then, the day after this
cursed thing landed on my
doorstep, my Aunt Kathy died.
I remembered what the book
said and my curiosity got
the better of me. And there
8
HOW TO PLAY

it was, the Event. Scrawled others will know it too. They


by an unseen hand asking me will see us, our presence,
questions, pushing me to more clearly. No one wants to
answer. At first, I didn’t. fade away into obscurity - or
That was a mistake. worse: nothing.

So this is what’s going to There is another edge to this


happen. You’re going to play blade, however, one with a more
the game, and I’m going to sinister purpose. We document
help you through where I can. and archive experiences to
see if there is something
You are now Cursed and this we are missing, hidden in
Entity is going to cause the background of our lives,
Events in your life to happen gnawing at its edges until it
that you must Record. If you comes undone. It’s a game we
don’t play, it will make your all play, whether we know it
life a misery, so, for the or not. And I think that is
sake of everyone you love, what keeps this thing alive,
just keep playing. Get to the a twisted cycle that it won’t
end. Pass it on. Live your allow us to break.
life.
There is a chance you may free
I’ve had time to think this yourself from this curse, but
all over and this Entity seems also a possibility you may be
to feed in a very particular consumed by it. I encountered
way. Why do we record someone who had been and it
everything around us? Some wasn’t pretty. It seems the
feel more compelled to than Entity needs its playing
others but we all do it just pieces on the game board and
the same. I have a theory. It likes to use those who lose
is proof that we existed; a as its pawns. Maybe you can
physical mark on our world’s find a way to finish this story
history that we were there. for good, perhaps defeat this
It acts as a moment carved in thing once and for all. But if
stone, one where we can look you can’t, just get to the end
back and remember that was who and pass it on to someone who
we were. No matter how lost we might. It’s the only hope we
become we are still here - and have.

9
HOW TO PLAY

Neccessary Supplies
To play the game you will need a full set of roleplaying dice
(D4, D6, D8, D10, D12, D20, D100). These are used to find the
next Event, I think it’s the Entity’s sick idea of putting
fate in your hands. When it asks you to roll, just do it.
Occasionally, if you have to choose between just two things,
it’ll get you to flip a coin. I always chose heads.

You will need something to record your journey into the unknown,
either a journal with a pen or paper or a word-processing
document. If you prefer to archive your story verbally, a memo
app on your phone or a dedicated voice recorder is a good option
now. The only thing is it needs to be stored in one place to
create the Record. You can’t spread it out or hide entries away
from the others, otherwise, it’ll get mad. I kept everything in
my office, computer, corkboard and this damned book (obviously).

Sometimes it is going to ask you to capture an image for it. A


camera of some kind, anything from a Polaroid camera to a phone
will do. If you can’t get one of these, grab a sketchbook, paper
and drawing tools as a replacement.

Also, just a recommendation from me, keep track of how you’re


doing. You are going to need to keep track of your Health
to make sure you can face this thing, as well as some quick
reference to what you have at your disposal to use, or stuff
to watch out for. It’s very easy to forget things, especially
when they get intense or scary (which, unfortunately for you, is
going to be frequent).

I’ve included a way to do this for you at the back of the book
on page 28, I called it my Anchor (see pg 28), somewhere that
no matter how bad it gets, I remember what I have and more
importantly, who I am.

10
HOW TO PLAY

In summary, these are the items you need to get started:

¤ Something to write with and on - like a


notepad or a word processor.

¤ A full set of polyhedral role-playing dice -


or a dice-rolling application.

¤ A sketchbook - or some spare paper. Try to


avoid drawing on the walls.

¤ A Camera of some kind.

¤ An Anchor. Just use my template (see pg 28).


I can’t stop you really, can I?

es
s, delcious gam 11
S o m a n y p l ay e r
HOW TO PLAY

The Anchor Talents


As the unfortunate soul who’s THESE ARE THINGS THAT YOU ARE
going to be facing this Entity UNIQUELY GOOD AT. THIS COULD
you’re going to be under a lot BE RELATED TO YOUR CAREER OR
of pressure, weird stuff is PASSIONS, A PHOTOJOURNALIST
going to happen all the time FOR EXAMPLE MAY HAVE
and, at points, your mind is PHOTOGRAPHY AS A TALENT. YOU
going to fray (trust me, I’ve MAY SURPRISE YOURSELF AND GAIN
been there). On my go around SOME MORE TALENT AS YOU FIGHT
facing off against this thing, BACK.
I created this, The Anchor, a
way to keep track of what was Resources
going, how I was doing and,
NOT JUST LIMITED TO USEFUL
most importantly, what I had
ITEMS, A RESOURCE CAN BE
to fight back against the evil
SOMETHING THAT YOU CAN UTILISE
haunting me.
TO YOUR BENEFIT. THIS CAN
BE ANYTHING FROM A WIND-UP
Attributes TORCH, TO HAVING A CAR, OR

For the sake of ease, I split ACCESS TO WEALTH TO FUND YOUR

elements of my life up into ENDEAVOURS.

6 key areas, and ended up


calling them Attributes. I Friends
know these don’t represent TRUSTED ALLIES FROM YOUR
everything, but believe me, LIFE WHO ARE THERE TO HELP,
these are the things that are ACCOMPANY YOU IN THEIR
going to count most. INVESTIGATIONS AND BE A BEACON
OF SUPPORT. BE CAREFUL,
HOWEVER, THE LIFE OF A CURSED
IS DANGEROUS AND THERE IS
ALWAYS A CHANCE THAT A DEAR
FRIEND COULD END UP IN THE
FIRING LINE. ONLY BRING THEM
IN ON THIS IF NECESSARY.

12
HOW TO PLAY

Secrets Staying alive


DARK AND TERRIBLE, SECRETS
This Entity will eat away
RELATE TO THE ENTITY THAT
at you and cause you harm,
HAS CURSED YOU, ITS ORIGIN,
physically and mentally. It’s
INTENTION AND PAST. THESE CAN
like a cat, toying with its
BE DISCOVERED AS YOU FORGE
prey whilst it still lives -
DOWN DARKER PATHS, AND EVEN
it enjoys the game, playing
FIND YOU HAVE NEW SECRETS OF
with you until it’s ready to
YOUR OWN.
consume you and move on to the
next victim.
Fears
EVERYONE HAS FEARS, THINGS Everyone has their limit, and
THAT SEND A SHIVER UP THEIR it’s very easy to lose track
SPINE. YOU’LL BEGIN WITH VERY of yourself as you play this
FEW BUT BY THE END OF YOUR game and not realise the toll
JOURNEY WILL COME AWAY WITH it is taking. To help keep
MANY. I USED TO LOVE THE track of when you need rest or
WOODS, NOW I CAN’T SMELL PINE help, I added a way to track
WITHOUT GETTING PANICKED. your Life to the Anchor. You
can lose or gain points to
Artefacts their Life depending on what
THESE ARE THINGS THAT MAY happens. You start out with 10
HELP OR HINDER YOU, THEIR points, these points represent
CONNECTION TO YOURSELF AND your physical and mental state
THE ENTITY INTERTWINED IN THE as well as the stability of
DARK DANCE THAT TAKES PLACE your Life overall. Getting
AS YOU TRY TO SURVIVE. THESE hurt or seeing unknowable
ARE OFTEN THINGS THAT THE GAME horrors can decrease your Life
REQUESTS YOU GO AND FIND. A points but this isn’t the only
PHOTO, A SKETCH, A SOUND, ALL way. Losing friends, resources
THESE ARTEFACTS BEING OBJECTS and support until you are left
REPRESENTING YOUR JOURNEY. isolated and alone can also
COLLECT THEM UP, CREATE THEM, take its toll.
AND DO WHAT THE GAME ASKS.

13
HOW TO PLAY

That’s why you have my Record


If you lose all your Life now. A random address, a
Points, you die, or you fall couple of stamps and I got it
into something even worse. You as far away from me and what
become lost. Either losing was left of loved ones. Again,
your grip on reality or I’m sorry, but as you play I’m
being consumed by the evil, sure you’ll understand why I
potentially even possessed did what I did.
by it to do its bidding (I
met some of these people and
Before you start
it was not pretty). Death
isn’t always the logical Before you start, for your
end option. You may end up attributes, add the following:
isolating yourself, living a
hermit lifestyle which avoids ¤ 1 Talent
all interactions that could
¤ 1 Friend
attract the entity’s interest.
¤ 1 Fear
If this happens, your game
ends but it will carry on with This is to keep a grounding
someone else eventually, when of who you are, establish a
it is found by another. This baseline for your life before
may be someone related to it starts getting pulled apart
you, possibly a Friend, or, like afraying jumper. Everyone
if your end was particularly has at least one of each,
grisly, an investigator for right?
the police. Think about where
you keep your Record, where it
is hidden in case you perish.
Events
You don’t want it to fall The game is fuelled by Events
into the wrong hands and have the Entity puts upon you, a
someone fall victim to what series of experiences that
you experienced. deepen the mystery around it,
and haunt you. Amidst the
horror of what is to come,
there will be opportunities to
gather information and help in
defining what evil plagues you

14
HOW TO PLAY

and how to stop it. Take them,


use them and don’t give up. NOTE: This is a demo version
There’s a slim chance of it rolling for new Events is
but you can win. It is a game not required. A handful of
after all. Events have been selected to
be played through in order to
The Entity likes the idea give you a taste of a shorter
you are a master of your own but full experience of the
fate, it seems to be its game.
twisted sense of fairness.
Navigating between Events is
determined via the use of Hello again.
role-playing dice. There will
be instructions at the end of It’s time to begin. Turn to the
each Event telling you what to next page so we can start playing
roll, the result determining together.
how many Events forwards or
backwards you will move. This This is going to be fun.
is where the Event will appear
and the game will ask you to
record what is happening, how
you feel and all manner of
other questions. Answer them.
Don’t ignore them. Whatever
you do, don’t ignore them.

Some Events will have bad


things happen to you,
devastating changes that take
place in an instant. Stay the
course, and always follow what
the Event says. You can’t
escape the horror that is to
come.

15
EVENts

Event 1: Tragedy Strikes


The world ticks along as normal, your day trickling along like
any other as you go about the usual business of existing. Then
the phone rings. There’s been a tragedy, one that deeply affects
you, what is it? Who is calling to tell you this? How do you
feel? What have you lost?
See pg 27 of the appendix for a list of potential tragedies.

You attend a memorial service, a way to mourn what has happened.


Who attends with you, do they comfort you well? What do you talk
about?
Add them as a Friend.

A few days later, you receive something, a remnant of what has


been lost. What could this be? An inherited item? A reminder of
a time long gone? Something you do not recognise? Identify it
and add it as an Artefact. You may also add the Resource of
Inherited Wealth. Once this resource has been marked three times
it is crossed out and can no longer be used.
See pg 27 of the appendix of Artefacts born from the tragedy.

16
EVENts

Event 2: D isturbing Dream


Head swimming in a feverish night of sleep, you find yourself
dreaming. You are alone in a location you recognise but it feels
wrong. Where is it? What about it isn’t right?
See pg 27 of the appendix for a list of locations.

You hear a voice calling out to you in the darkness. It sounds


like someone you know, calling for help. Who is it? Where in the
location is it coming from? What are they saying?
Add this person as a Friend.

A figure stands at the end of a long hallway. You think it could


be your friend but as you get closer, it becomes clear it is
someone else. Something else. You wake with a start, sweat on
your brow. What do you remember about this figure?
Try and draw them and add this sketch as an Artefact.

Event 3: Sleepwalker
Falling into a deep sleep, you find yourself in a familiar
location, its form and logic however, warped by the nature of
dreams. Where do you find yourself? What significance does it have
to you?
Roll a D6. If you roll 4 or above, lose 1 Life Point from a lack
of sleep. If you roll 3 or below lose 3 Life Points.

Wandering around something is calling to you. You find something,


a strange relic that hums when you pick it up. The world of the
dream begins to disintegrate around you. What does the relic
look like? How do you feel holding it?
Gain an Artefact called Dream Relic. Draw or make a physical
manifestation of this item.

17
EVENts

You awaken covered in blood holding the relic in your hand,


standing outside a building you recognise that isn’t your home.
Where is this building? What is its significance to you? Whose or
what blood is it? How do you get home if you can?
Gain the Secret of Violent Sleepwalker. Go outside. Take a photo
of a building that represents where you awoke.

Event 4: The Library


Gathering your thoughts on the strange occurrences of the past
couple of weeks, a single element jumps out at you, a common
thread that has run through all the bizarre encounters you have
had. What is this piece of information? How are they linked
together? Reminisce on your Cursed Characters journey so far and
connect some dots.

Not content to let this slither of hope escape, you decide to


conduct some research at your local library on the matter.
Go to your local library. Find a book, newspaper article or
other piece of information that could help your investigation
into the Entity. Take a picture or copy an extract into your
records, and add Research to your Resources.

Whilst collecting this precious piece of information, you feel


the hairs prickle on the back of your neck. It feels like
someone is watching you work. Who or what is watching you? Do
you see them? Do you confront them?
Roll a D10. If you roll lower than 6, lose one Life Point as
paranoia begins to fray your nerves.

18
EVENts

Event 5: Panicked Phone Call


A phone calls late in the night awakening you. It’s a close
friend, they sound distressed and something is wrong. They think
something is after them. Where are they? What’s wrong? Who else
is there?
Pick a Friend to who this is happening. Choose wisely.

The terror on the other end of the line intensifies. You hear
scuffling on the other end of the line. There’s nothing you can
do.
Flip a coin. Tails your Friend lives. Heads they die. If killed,
remove your friend from your character sheet.

Whether your friend made it through the night or was taken by


the Entity, it had a message for. What was the message? How is
your friendship after the attack?

R I N G
RING

R I N G
RING 19
EVENts

Event 6: The Abandoned Place


A location calls to you, somewhere long abandoned and forgotten
claimed by the weeds of time. A compulsion overwhelms you as an
urge to go there consumes every thought and want in your mind.
How does it reach out to you? What do you see? Is it known to
you?
Find an abandoned place. Take a photo and add it to your Record.

You arrive at the abandoned place. It appears to be empty, but


the usual blockades of locked doors and chained fences stand in
your way. What particular obstacles stand in your way? How do
you get around them? Did you bring anyone with you?
Either, expend a resource to help you gain access to the
abandoned place; or roll a D6. If you roll a 4 or less, lose
1 Life Point as you injure yourself. Make a note of what the
injury is and how you got it.

You wander the desolate rooms and halls searching for answers,
falling deeper into the labyrinthine clutches of the abandoned
place. Corridors seem to reshape and fold back around, doors
disappearing, exit signs leading you in hopeless circles. What
tricks does the place play on you? How do you feel about being
lost? Do you have hope that you’ll escape?
The shifting environment gnaws at your fraying understanding of
reality. Roll a D10. If you roll a 7 or under, lost 1 Life Point
as panic begins to swell.

20
EVENts

Do
NoT

Go
INSIDE

21
EVENts

Event 7: An Exchange
A dark open maw stands before you, carved into the surface of
the wall like an open wound. Something whispers to you, making
an offer to help, for a price of course. What does the voice
sound like? Do you recognise it? Are you tempted?
If you wish to refuse the voice’s offer, move on to your next
Event. If you accept, progress.

The voice in the wall gurgles with delight at your acceptance.


To gain its assistance it will require a gift, placed into the
maw. Just reach inside and place it there. Go on.
Choose an Artefact to exchange with voice and place it in the
maw, then cross it off your sheet. Roll a D4 and regain that
many Life Points.

As the sounds of disgusting digestion die down they are replaced


by another gurgle of hunger. There’s potentially another snack
the maw wants, a bigger sacrifice with a greater reward.
If you have a Friend accompanying you, the voice in the maw will
ask for them to be sacrificed. If you agree to this, cross your
Friend off your sheet as they are consumed by the maw. If you
refuse, the maw will shriek and writhe in anger. Roll a D12. If
you roll a 6 or lower, lose 1 HP as you flee the room your sanity
reeling at the living walls cries.

Event 8: The Tunnel


The corridors and pathways all begin to merge into one as you
delve deeper, contorting together to form a tunnel. What does it
look like? How do you navigate its strange path?

22
EVENts

The air around begins to get colder, your breath visible on


the air. Something terrible is close, the pit of your stomach
dropping as you recognise the feeling, the same one that has
been haunting since these terrible things began. It’s here. What
signs reveal the Entity lies ahead? What emotional state do you
find yourself in?

The tunnel ends with a door, inviting you to open it and finally
face what lies beyond. Are you ready?
If you wish to restore some Life Points, if you have a Resource
or Artefact that could feasibly be used to do so, now is the
time. Draw a line through any used Attributes so you know they
can no longer be used, each one restoring 1 Life Point.

Event 9: Facing the Nightmare


The entity swirls around you, warping what you see, twisting
everything within its grasp into a withered crawling version of
what it should be. Is this a dream again? Are you asleep? Have
you finally found the thing that has been haunting you? What form
does it take?

Whether it’s real or not, you can feel it trying to warp your
form too, stripping away at your flesh, contorting your limbs,
your bones straining amidst the meat of your body.
Roll a D10 three times. For each result under 7, you will lose 1
Life Point as the Entity has you in its grasp.

You feel a slither of hope still remains, a chance that you


could resist this ancient power and fight back. How do you fight
back against the darkness? Do you succeed or succumb to its
embrace?

23
EVENts

Event 10: Fighting Back


Resisting and defeating the Entity is difficult and may require
sacrifice. To defeat the Entity and be free of its influence you
must succeed in a number of dice rolls. They must be rolled in
the following order, smallest to largest. You can only move
on to the next dice when you have met the conditions of the
previous roll. Each time you fail a roll, you lose 1 Life Point.

D4 - Roll a 3 or 4.
D6 - Roll an Even number.
D8 - Roll a 6 or higher
D12 - Roll a 10 or higher
D20 - Roll an 18 or higher

You can find ways around these rolls to survive, but they will
require sacrifice.
• Use a Resource to Add or subtract 3 from your roll. This
resource cannot be used again.
• Use the Artefact Dream Relic, if in your possession, to
reroll a failure.
• Sacrifice a friend to the Entity. This triggers an immediate
success and allows you to move on to the next dice challenge,
but your friend is lost to you forever.

If you defeat this swirling nightmare, how do you do it? What


does it cost you?
If you lose to the Entity what is your fate? Do you die, or
suffer an even worse fate?

24
EVENts

Life or Death
Did you survive your encounter with the Entity? How did your
face off against it end?

If your Cursed Character survived and defeated the Entity, go to


Epilogue 1. If they perished and were defeated by the Entity go
to Epilogue 2.

E pilogue 1: Is It Over?
It is two weeks later. The Entity has shown no sign of
resurfacing so far but things don’t feel quite right. How do you
feel? What specifically is unsettling you? What feels unresolved?

You have had a panic attack. Something appeared in your life


that reminded you of the Entity. It could be shrugged off as a
reflection, a trick of the light, your brain fooling you into to
thinking the danger is still present. Could it still be there?
What did you experience? Are there precautions you start to
take?

This is where your story ends. You have survived but now live
with the ghosts of the past hanging over you. Only one thing
remains. What do you do with this record of your experience? Do
you destroy it? Bury it? Feel oddly compelled to pass it on?

25
EVENts

Epilogue 2: Consumed
You are torn apart by the Entity, absorbed into the swirling
mass of darkness. What are your last thoughts as you fade away?
Do you have regrets? Summarise your last moments as yourself.

Awakening in an abandoned building, you sit up. Well, your body


does but something else is in the driver’s seat. What do they do
in your body? How does it feel watching them?

They collect your record of the past few terrible weeks before
your demise and take it with them, ready to begin the cycle
anew. How do they pass on the game to someone else? Who takes
it? Do you think they may survive it?

They thought they coul


26 d win
Appendices

Appendices
6. The Holiday Cabin - a
property once owned by the
Life is cruel and random, and deceased, the keys were left
in the case of this game, for you in a brown envelope
will get you to roll to have and little explanation.
terrible things happen.

E vent 2: Abandoned
E vent 1: Potential L ocations (D8)
T ragedies (D6) 1. Factory.
1. Car Crash. 2. School.
2. An Elderly Relative passes 3. Hospital.
away, seemingly of old age. 4. Railway Yard.
3. A Bizarre Accident. 5. Underground Station.
4. A Violent Murder. 6. Castle.
5. Wild Animal Attack. 7. Burnt Out Council House.
6. Disappeared, Presumed Dead. 8. Ghost Town.

E vent 1: Artefacts of

T ragedy (D6)
1. Photo Albums filled with
memories you have with the
deceased, as well as some
you don’t.
2. A Diary that charts some of
the deceased final days.
3. The Cremation Urn Filled
With the Ashes of the
Deceased
4. A Music Box that plays a
haunting melody
5. An oil painting of a figure
you do not recognise. Their
eyes follow you around the
room.

27
DON’T
character name

PLAY THi
TH i S
age / profession / pronouns

GAME description

ANCHOR

LIFE

ATTR I BUTE S

TALENTS SECRETS

RESOURCES FEAR

FRIENDS ARTEFACTS
DID YOU SURVIVE?

WANT ANOTHER CHANCE TO


FACE THE ENTITY?

FOLLOW THE KICKSTARTER FOR


THE FULL EXPERIENCE

CLICK HERE:

You might also like