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“We’ve met before, don’t be disappointed

Keep, don’t keep me


It’s the new past
It’s the new past

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Holding you is like the new past”
-Life without Buildings, “Sorrow”

“...how many fragments of ourselves were scattered, as if to live were to explode into splinters.”

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-Elena Ferrante, The Story of the Lost Child

“Home! That was what they meant...those invisible little hands pulling and tugging, all one way.”
-Kenneth Grahame, The Wind in the Willows

Table of Contents
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Introduction 2

Excavations 2

The Fox Game 3


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Cast of Characters 4

Chapter 1: He Has No Face 6

Map of Twin Rivers 8


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Chapter 2: One Last Game 11

Chapter 3: Child of Two Worlds 13

Outcomes & Rewards 15

Appendix A: NPC Stat Blocks 16

Acknowledgments, Author Bio, & Art Credits 17


Introduction Excavations
This 3-4 hour scenario, for 2-6 players, can take This scenario features a narrative mechanic that
place in any country, and any period before the allows players to add elements to the story and
modern era. This setting is the fictional village of make each playthrough of A Place Just for Us

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Twin Rivers. Imagine a simpler pace of living, unique. During play, a Keeper introduces an
without the internet or cell phones. This scenario Excavation as a question about a particular
can be customized for specific places and periods person, place, or thing. One player rolls percentile
dice to choose a pre-loaded answer, or the

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with minimal effort.
players collaborate on their own answer:
No Tentacles Here: This adventure deals with how Example: What was the doctor’s unusual pet?
the passage of time expresses itself in people, ● 1-33: A defanged cobra
places, and memories. There is no Mythos ● 34-65: Several rats
connection, but if the Keeper is interested in ● 66-100: A profanity-spewing parrot
adding a cult or cosmic horror as a pathway to
further adventures, that’s fine and dandy.

Sewing Seeds
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The Investigators arrive in their rural hometown for their summer holiday, but they discover that the
parochial school they attended as youths has burned down by the parish priest, and no one knows why.
Exploring the school’s legacy and their childhood memories will reveal shocking truths about their home.
Meanwhile, a figure from their past haunts the surrounding woods,
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❖ Grave News: The Investigators’ families inform them that Noah, a classmate of theirs, was killed
while serving in the armed forces. But letters arrived for each of the Investigators just a few days
ago, addressed from Noah himself (Noah’s Letter, pg 7), seemingly timed for their return to Twin
Rivers.
❖ Something in the Woods: Local children can be seen playing a version of the Fox Game (pg 3). A
successful Intelligence roll will remind the Investigators how the game was played. These children,
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however, are convinced that there is something in the woods that must be avoided at all costs: the
No-Face Man. They can only say that if you see him walking around, he’ll whisper secrets to you,
and then steal your face.
❖ Mystery Child: Sister Erin, the Investigators’ former schoolteacher, has had a child, and no one in
town knows the father. No one has seen it other than the town doctor, Joe Iver. It has caused a bit
of a stir in town.

The Investigators remember the arsonist, Father Micah, as reserved but charming; he seemed to know a
little bit about everything. But after almost 10 years since attending the school, it’s possible that there were
many things that the Investigators either forgot about Micah, or simply never realized.

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Due to Twin Rivers’ small population, children of all ages took class together, up until the age of 12, when
they typically began bussing to middle schools in nearby towns. The charred remains of the school are no
bigger than a mid-sized house, with a single classroom, a lunchroom, and a combination library / art room.

Time has a way of straining relationships and obscuring memories. However, these friends definitely had a
secret hideout: a base to plot schemes, wait out the rain, and escape from the world. This hideout fell into

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disuse over the years, but it is still waiting for them on the outskirts of town.

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The Fox Game
Investigators may remember a game
they played as friends. The Fox
Game was tag with a few twists.
Everyone wore masks. One friend
acted as “The Secret Eye” and the

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to anyone, and had to make their
way to the hideout from their homes
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before getting caught by the Secret
Eye. Because of the masks, no one
knew who was a Fox or who was the
Eye until the game was over. The
masks were crude, often made of
paper or cloth. The group would
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have stopped playing this game


around the time they stopped
attending Father Micah’s school.
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Cast of Characters
Father Micah
A priest in his mid-40s who once oversaw the parochial school and led services at the White Chapel. With
waves of sandy blond hair and wistful blue eyes, many students and townsfolk had crushes on him. As he

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recovers from severe burns, much of his face is bandaged. Though he has fond memories of the
Investigators, he is a secretive man, and will not be straight-out with his reason for burning down the school.
He will be confined to the clinic, but can only provide fractured information and feverish whispers.

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Sister Erin
Sister Erin (mid to late 30s) arrived in the latter years of the Investigators’ time at the school. Their former
teacher is short in stature, dresses plainly, and has a flat, toothless, smile - like she subconsciously wishes not
to be noticed. Her reddish hair has premature streaks of whtie. Her house is more of a cottage, and stories
have circulated for years that she is, in fact, a witch. She wants very much to raise her child in peace. She
will aid the Investigators when she can, but will become defensive and closed-off if her personal life is
brought up.

Joe and Bill Iver


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The Iver farm occupies a wide stretch of the southern end of Twin Rivers. Dr. Joe Iver (70s, heavyset,
red-faced) runs the local clinic, and is much-respected by his friends and neighbors. His son, Bill, is a little
older than the Investigators, and currently tends to the family farm while earning a modest living doing
odd jobs around town. Bill takes after his father: stout and reliable. He was a bit of a bully in his youth and
can be a violent drunk. Both Ivers take pride in their standing in town, and can be quick to anger if their
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reputation or knowledge of town affairs is called into question.

Noah
Noah was 12 when his mother died, and he went to live with his estranged father in another town. Life has
aged him beyond his 22 years. An abusive upbringing and military service have given him hollow eyes and
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sunken cheeks. His handsome face has a hard, cruel edge, marked by the twisted scar across his left cheek.
He dresses in black tactical gear, giving his long, athletic build added bulk and menace. When he speaks
to the Investigators, he chooses his words carefully, but always honestly. He has orchestrated one last game
for his old friends; his actions and motivations are detailed in the latter chapters of this adventure. He
wears a white cloth mask marked with a single unblinking eye when on the hunt (The Final Game, pg13).

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Detective Morrow
Arriving in Twin Rivers from the nearest major city, Morrow has a clear disdain for the quaint pace and
proximity to nature that the town enjoys. He is a thin man in his 40s with quick, dark eyes; a clean-cut
model of professionalism and efficiency. He takes copious notes in a leather-bound notebook, but doesn’t
hesitate to let others know when he makes an assessment of them. Impatient, skeptical, and impersonal,

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once he arrives, Morrow does not want the Investigators getting in the way of his work. But if pressed, he
will reveal that his mother was born in Twin Rivers. He carries a charm she made him out of animal bone,
said to ward off the “hands of the lonely dead.”

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Concerning the
Investigators
The player-characters are between 18
and 22 years old. Occupations can be

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adapted based on notes from a
character’s past or present. The high
school jock could play as the Athlete;
Investigators who remained local can be
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Farmers or Engineers; college students
can fill in as Antiquarians, Journalists,
or even Missionaries with a little
creative finagling. To avoid the horror
cliche of “why don’t they just leave?” it
can also be assumed that the
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Investigators do not have independent


transportation. If one of them owns a car,
it needs repairs. If they try to book a
train out of town, there’s a scheduling
conflict or bad weather. There is no
access to the internet or cell service.
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