The Archive That Corrects Itself
The players inherit access to a vast, bureaucratic archive documenting every birth and death in the region. But over time, the records begin changing: not erasing names, but rewriting them to include people who haven’t died yet. Worse, one of the player characters finds their name already updated… with a date that hasn’t come yet.
The Town That Speaks in Dreams
Each night, one player dreams of waking up inside someone else’s life in a nearby town. Same people, same routines, just… smoother. No tension, no secrets. Soon the dream-self starts leaving notes for the waking self, begging to be let out.
The Scavenger’s Mercy
The group explores a derelict ship, asylum, or mining colony. Nothing supernatural, just the wreckage of desperation. But when they bury or destroy remains as a kindness, they notice someone (or something) start performing acts of compassion for them in return. At first, it’s helpful. Then, it’s protective. Then, it’s possessive.
The Last Candle Factory
A remote industrial town runs on wax. The candles are said to glow with impossible purity, resisting wind or rain. But they’re delivered in sealed batches from the deepest chamber of the factory, and the workers are all mute. The players must learn what burns inside those candles and what happens if the flame ever goes out completely.
The Children’s Crusade Museum
An interactive exhibit travels from city to city, guiding children through a reconstructed medieval “pilgrimage.” The players are hired to investigate because children leaving the museum begin quoting languages that haven’t existed for centuries. When the museum’s caretaker asks if any of them wish to volunteer as guardians, they realize that the game doesn’t end when the museum closes.
The Music Box of Unheard Things
A collector pays the players to retrieve a stolen music box. When wound, it doesn’t produce a tune, it produces silence. But in that silence, you can hear what isn’t being said around you: the lies of companions, the hunger of entities nearby, the barely perceptible ticking of something watching through time.
The Mirror Weather
When fog rolls into town, reflections in puddles show clear skies. Over time, players notice that their reflections are making slightly different decisions, avoiding certain roads, speaking to strangers they’ve never met. Then the forecast predicts the fog will last permanently.
The Skin of the Language
During an expedition in a forgotten monastery, the group discovers an alphabet that shouldn’t be pronounceable by the human voice—but one of them reads it halfway through, involuntarily. From that moment, the walls begin to listen differently.
The Cure for the Feeling of Being Watched
An experimental therapy program claims it can cure paranoia using sensory deprivation and guided suggestion. The first session works perfectly... too perfectly. The patients stop feeling watched, even while being recorded, followed, hunted. They lose the instinct of fear itself, and something old and sightless takes notice.
Comments
Post a Comment