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DE I M OS ACA DEM Y C OLOR I NG B O O K

Content warnings : Im agery of alco ho l and alco ho l


paraph er nalia, m ind-altering substances (both stim u l ants and
depres sants), and m edicatio n and related paraphernal i a.

For players wh o are p hoto co py i n g t he p a ge s i n t hi s b o o k , p le a s e feel f ree to d o s o !

Lead Writers and Designers Production Lead Thanks to


Austin Knight, Banana Chan Herb Ferman
Allison Cole, Hayley Birch, Kitty Stoholski, Jack
Artist Sensitivity Readers and Consultants Walsh, Kira Magrann, Alex Ohana, Veda King
Amanda Kahl Dare Hickman, quinn b. rodriguez Blanchard, Brian Neff, Randy Lubin, Em Nauta,
Kristin Devine, Kent Blue, Sen-Foong Lim, Noordin
Scenario Writers Editors
Ali Kadir, Aaron Catano-Saez, Lucian Kahn, Abby
Noordin Ali, Drak quinn b. rodriguez, Jeff Fraser
Rice, LaRae LaBouff, Jordan LaBouff, Paul Nicklas,
Consulting Developers Rye Biddle, Cat Biddle, Matt Biddle, Derek Brewer,
Viditya Voleti Special thanks to the folks we’ve interviewed:
Eric Chapman, Julian Yeonsoo Kim
Vicci Ho, Aanjai Krishnamoorthy, Stephanie Heinke
Graphic Designers
Amber Seger, Jon Merchant Friends Who Roll Dice team

2
The
Check off a box to describe how you
use Mediumship to try to recall a
MEDIUM
Memory during your turn. You may You talk to ghosts.
reroll the die in doing so. You can use
this twice per game.

Pronouns Graduating Year

Name:

Where did your parents live while you were at the school?

What was your Reputation in high school? Check off a box to describe how you are reminded of your Reputation
to try to recall a Memory during your turn. You may add +1 or -1 to
your die roll in doing so. You can use this twice per game.
How do you define yourself now?

You discovered your powers in Mediumship when you were in a scary situation. How did you find your powers?

This made you scared of something. What is your Fear?

Why do you decide to go to the reunion? Decide this after relationships are set.

If all boxes have been checked, you have exhausted all your modifiers and you will gain a new piece of school 3
uniform. If you have both pieces of your school uniform, flip the character sheet to its Consumed Side.
The Consumed Before the other Alumni answer the

Check off a box to describe how you MEDIUM questions about the Manifestation Room:
Draw up to as many Memory cards as there
use your Mediumship to try to stop You are part of the academy. You have are players. If there aren’t enough cards,
the other Alumni in the Manifestation no more Fears. Your goal is to stop the draw all of them. Read the cards (aloud or
Room. You may reroll the die in doing other Alumni from escaping the school. privately) and then destroy them. With each
so. You can use this once per game. card you destroy, describe why you choose to
forget the memory.

Pronouns Graduating Year

Name:

What was your Reputation in high school? Check off a box to describe how you are reminded of your Reputation to
try to stop the other Alumni in the Manifestation Room. You may add
+1 or -1 to your die roll in doing so. You can use this once per game.

In the Manifestation room...


Roll after the other Alumni have. For each time you roll, you can choose a question to answer.
• If you pass one or more Alumni in the maze: Each • Why did you help curse the school?
Alumni passed goes back by 1 space. • Why do you think you’re doing this for the Alumni’s own
• If you do not pass any other Alumni: nothing happens. good?
• Why are the whispers comforting at the school?
• What did you name your strange and creepy pet
underneath the floorboards of the dorms?
• What nightly rituals were you a part of when you were
at the school?

4
The
Check off a box to describe how you
use Clairvoyance to try to recall a
CLAIRVOYANT
Memory during your turn. You may You perceive the future.
reroll the die in doing so. You can use
this twice per game.

Pronouns Graduating Year

Name:

Where did your parents live while you were at the school?

What was your Reputation in high school? Check off a box to describe how you are reminded of your Reputation
to try to recall a Memory during your turn. You may add +1 or -1 to
your die roll in doing so. You can use this twice per game.
How do you define yourself now?

You discovered your powers in Clairvoyance when you were in a scary situation. How did you find your powers?

This made you scared of something. What is your Fear?

Why do you decide to go to the reunion? Decide this after relationships are set.

If all boxes have been checked, you have exhausted all your modifiers and you will gain a new piece of school 5
uniform. If you have both pieces of your school uniform, flip the character sheet to its Consumed Side.
The Consumed Before the other Alumni answer the

Check off a box to describe how you CLAIRVOYANT questions about the Manifestation Room:
Draw up to as many Memory cards as there
use your Clairvoyance to try to stop You are part of the academy. You have are players. If there aren’t enough cards,
the other Alumni in the Manifestation no more Fears. Your goal is to stop the draw all of them. Read the cards (aloud or
Room. You may reroll the die in doing other Alumni from escaping the school. privately) and then destroy them. With each
so. You can use this once per game. card you destroy, describe why you choose to
forget the memory.

Pronouns Graduating Year

Name:

What was your Reputation in high school? Check off a box to describe how you are reminded of your Reputation to
try to stop the other Alumni in the Manifestation Room. You may add
+1 or -1 to your die roll in doing so. You can use this once per game.

In the Manifestation room...


Roll after the other Alumni have. For each time you roll, you can choose a question to answer.
• If you pass one or more Alumni in the maze: Each • Why did you help curse the school?
Alumni passed goes back by 1 space. • Why do you think you’re doing this for the Alumni’s own
• If you do not pass any other Alumni: nothing happens. good?
• Why are the whispers comforting at the school?
• What did you name your strange and creepy pet
underneath the floorboards of the dorms?
• What nightly rituals were you a part of when you were
at the school?

6
The
Check off a box to describe how you
use Astral Projection to try to recall a
ASTRAL
Memory during your turn. You may
reroll the die in doing so. You can use
TRAVELER
You astrally project yourself into
this twice per game. other places.

Pronouns Graduating Year

Name:

Where did your parents live while you were at the school?

What was your Reputation in high school? Check off a box to describe how you are reminded of your Reputation
to try to recall a Memory during your turn. You may add +1 or -1 to
your die roll in doing so. You can use this twice per game.
How do you define yourself now?

You discovered your powers in Astral Projection when you were in a scary situation. How did you find your powers?

This made you scared of something. What is your Fear?

Why do you decide to go to the reunion? Decide this after relationships are set.

If all boxes have been checked, you have exhausted all your modifiers and you will gain a new piece of school 7
uniform. If you have both pieces of your school uniform, flip the character sheet to its Consumed Side.
The Consumed Before the other Alumni answer the

Check off a box to describe how you use ASTRAL questions about the Manifestation Room:
Draw up to as many Memory cards as there
your Astral Projection to try to stop
the other Alumni in the Manifestation
TRAVELER
You are part of the academy. You have
are players. If there aren’t enough cards,
draw all of them. Read the cards (aloud or
Room. You may reroll the die in doing privately) and then destroy them. With each
no more Fears. Your goal is to stop the
so. You can use this once per game. card you destroy, describe why you choose to
other Alumni from escaping the school.
forget the memory.

Pronouns Graduating Year

Name:

What was your Reputation in high school? Check off a box to describe how you are reminded of your Reputation to
try to stop the other Alumni in the Manifestation Room. You may add
+1 or -1 to your die roll in doing so. You can use this once per game.

In the Manifestation room...


Roll after the other Alumni have. For each time you roll, you can choose a question to answer.
• If you pass one or more Alumni in the maze: Each • Why did you help curse the school?
Alumni passed goes back by 1 space. • Why do you think you’re doing this for the Alumni’s own
• If you do not pass any other Alumni: nothing happens. good?
• Why are the whispers comforting at the school?
• What did you name your strange and creepy pet
underneath the floorboards of the dorms?
• What nightly rituals were you a part of when you were
at the school?

8
The
Check off a box to describe how you
use Telekinesis to try to recall a
TELEKINETIC
Memory during your turn. You may You move objects with your mind.
reroll the die in doing so. You can use
this twice per game.

Pronouns Graduating Year

Name:

Where did your parents live while you were at the school?

What was your Reputation in high school? Check off a box to describe how you are reminded of your Reputation
to try to recall a Memory during your turn. You may add +1 or -1 to
your die roll in doing so. You can use this twice per game.
How do you define yourself now?

You discovered your powers in Telekinesis when you were in a scary situation. How did you find your powers?

This made you scared of something. What is your Fear?

Why do you decide to go to the reunion? Decide this after relationships are set.

If all boxes have been checked, you have exhausted all your modifiers and you will gain a new piece of school 9
uniform. If you have both pieces of your school uniform, flip the character sheet to its Consumed Side.
The Consumed Before the other Alumni answer the

Check off a box to describe how you TELEKINETIC questions about the Manifestation Room:
Draw up to as many Memory cards as there
use your Telekinesis to try to stop the You are part of the academy. You have are players. If there aren’t enough cards,
other Alumni in the Manifestation no more Fears. Your goal is to stop the draw all of them. Read the cards (aloud or
Room. You may reroll the die in doing other Alumni from escaping the school. privately) and then destroy them. With each
so. You can use this once per game. card you destroy, describe why you choose to
forget the memory.

Pronouns Graduating Year

Name:

What was your Reputation in high school? Check off a box to describe how you are reminded of your Reputation to
try to stop the other Alumni in the Manifestation Room. You may add
+1 or -1 to your die roll in doing so. You can use this once per game.

In the Manifestation room...


Roll after the other Alumni have. For each time you roll, you can choose a question to answer.
• If you pass one or more Alumni in the maze: Each • Why did you help curse the school?
Alumni passed goes back by 1 space. • Why do you think you’re doing this for the Alumni’s own
• If you do not pass any other Alumni: nothing happens. good?
• Why are the whispers comforting at the school?
• What did you name your strange and creepy pet
underneath the floorboards of the dorms?
• What nightly rituals were you a part of when you were
at the school?

10
The
Check off a box to describe how
you use Telepathy to try to recall a
TELEPATH
Memory during your turn. You may You can transmit and
reroll the die in doing so. You can use receive thoughts.
this twice per game.

Pronouns Graduating Year

Name:

Where did your parents live while you were at the school?

What was your Reputation in high school? Check off a box to describe how you are reminded of your Reputation
to try to recall a Memory during your turn. You may add +1 or -1 to
your die roll in doing so. You can use this twice per game.
How do you define yourself now?

You discovered your powers in Telepathy when you were in a scary situation. How did you find your powers?

This made you scared of something. What is your Fear?

Why do you decide to go to the reunion? Decide this after relationships are set.

If all boxes have been checked, you have exhausted all your modifiers and you will gain a new piece of school 11
uniform. If you have both pieces of your school uniform, flip the character sheet to its Consumed Side.
The Consumed Before the other Alumni answer the

Check off a box to describe how you TELEPATH questions about the Manifestation Room:
Draw up to as many Memory cards as there
use your Telepathy to try to stop the You are part of the academy. You have are players. If there aren’t enough cards,
other Alumni in the Manifestation no more Fears. Your goal is to stop the draw all of them. Read the cards (aloud or
Room. You may reroll the die in doing other Alumni from escaping the school. privately) and then destroy them. With each
so. You can use this once per game. card you destroy, describe why you choose to
forget the memory.

Pronouns Graduating Year

Name:

What was your Reputation in high school? Check off a box to describe how you are reminded of your Reputation to
try to stop the other Alumni in the Manifestation Room. You may add
+1 or -1 to your die roll in doing so. You can use this once per game.

In the Manifestation room...


Roll after the other Alumni have. For each time you roll, you can choose a question to answer.
• If you pass one or more Alumni in the maze: Each • Why did you help curse the school?
Alumni passed goes back by 1 space. • Why do you think you’re doing this for the Alumni’s own
• If you do not pass any other Alumni: nothing happens. good?
• Why are the whispers comforting at the school?
• What did you name your strange and creepy pet
underneath the floorboards of the dorms?
• What nightly rituals were you a part of when you were
at the school?

12
The
Check off a box to describe how you
use your Ghostly Powers (however you
GHOST
might interpret that) to try to stop the You are literally a ghost.
other Alumni in the Manifestation Room.
You may reroll the die in doing so. You
can use this once per game.

Pronouns Graduating Year

Name:

Where did your parents live while you were at the school?

What was your Reputation in high school? Check off a box to describe how you are reminded of your Reputation
to try to recall a Memory during your turn. You may add +1 or -1 to
your die roll in doing so. You can use this twice per game.
How do you define yourself now?

You discovered that you are a Ghost when you were in a scary situation. How did you find out?

This made you scared of something. What is your Fear?

Why do you decide to go to the reunion? Decide this after relationships are set.

If all boxes have been checked, you have exhausted all your modifiers and you will gain a new piece of school 13
uniform. If you have both pieces of your school uniform, flip the character sheet to its Consumed Side.
The Consumed Before the other Alumni answer the

Check off a box to describe how you use


your Ghostly Powers (however you might
GHOST questions about the Manifestation Room:
Draw up to as many Memory cards as there
You are part of the academy. You have are players. If there aren’t enough cards,
interpret that) to try to stop the other
no more Fears. Your goal is to stop the draw all of them. Read the cards (aloud or
Alumni in the Manifestation Room. You
may reroll the die in doing so. You can use other Alumni from escaping the school. privately) and then destroy them. With each
this once per game. card you destroy, describe why you choose to
forget the memory.

Pronouns Graduating Year

Name:

What was your Reputation in high school? Check off a box to describe how you are reminded of your Reputation to
try to stop the other Alumni in the Manifestation Room. You may add
+1 or -1 to your die roll in doing so. You can use this once per game.

In the Manifestation room...


Roll after the other Alumni have. For each time you roll, you can choose a question to answer.
• If you pass one or more Alumni in the maze: Each • Why did you help curse the school?
Alumni passed goes back by 1 space. • Why do you think you’re doing this for the Alumni’s own
• If you do not pass any other Alumni: nothing happens. good?
• Why are the whispers comforting at the school?
• What did you name your strange and creepy pet
underneath the floorboards of the dorms?
• What nightly rituals were you a part of when you were
at the school?

14
CUT
FOLD

15
CUT
FOLD

16
CUT
FOLD

17
18

CUT
FOLD
19

CUT
FOLD
Dear esteemed alumni,

It’s (year) , the perfect time for our 15-year reunion. Some of us haven’t seen one
another since graduation!

The reason why we’re hosting this reunion now is because:


(Choose one:)
‡ we’re received a large donation and we’d like to offer it to any alumni who return
‡ we’d like you to speak with prospective students
‡ we are being interviewed by press and they want to know about your experience

We have arranged a day of celebration starting at 11:00am on (month, day)


for a get-together at Deimos Academy at (location) .
Lunch, dinner and light beverages will be provided. Feel free to dress as casually as you
want.
Please register at your earliest convenience. All expenses have been paid for. Children,
significant others and any other guests are not allowed. We will be expecting just you.

See you there.


Sincerely,

(Choose who this invitation was sent by: Alumni / principal / teacher name)

After filling out the ad lib, together as a group, answer the following questions:
• Why do most children get sent to this school?
• What was it known for then? Were there any scandals or strange events about this
school?
• What is it known for now (maybe this is something odd that you saw on the news recently
20

that doesn’t correlate with the invite that you received)?


RELATIONSHIPS SHEET
Answer these questions as a group:

1. What after school activity or club were you all in?

2. How did you learn about one another’s supernatural abilities?

3. Why was it hard to sleep at night for some of you?

4. What mysterious event happened the year you graduated that still makes you wonder if it was real or not?

5. When was the last time all of you saw one another as a group?

Each player chooses one (or more) of these questions to answer individually:

6. Who do you resent the most and why?

7. Who do you still keep in contact with and why?

8. Who do you try not to speak to and why?

9. Who do you envy the most and why?

21
LINES VEILS

Dice Rolling
Tap this if something feels like it doesn’t fit with
the narrative or you’re feeling uncomfortable
with the way something is going. You can X-Card
I don’t remember any-
I remember! (5-6) My memory is a bit fuzzy... (3-4) yourself. You may rewind and redo the scene if
thing (1-2) you like.

I look at the item This item looks strange. There’s This item doesn’t make
and it reminds me just something about it... me think of anything,
of something... but something about
Draw or color something else in this group bothers me.
Color in the item the room (that isn’t a highlighted
in the room. Take a item) that hints at your Fear. It Rip up the top card in the
Memory card from may be something supernatural Memory deck without
the deck. Act it out as or figurative, and other Alumni looking at it. Put on a
a flashback with the may or may not be able to see piece of school uniform.
other Alumni. it. Answer the question: What Answer the question:
is strange about this space? Who in the group bothers
Describe it either in-character or you? Roleplay it out.
as a player.

If you want an automatic 5-6, take a piece of a uniform and then proceed with the Tap this if something is happening in the game
outcome under “I remember!” However, each player can only use this once per game. that you’re really enjoying to let everyone know
you’re having a great time and you want to see
When you use your Supernatural Ability of your Reputation, remember to roleplay it more of what’s happening!
out when examining an item or attempting to recall a memory.
22
THE GATES OF THE SCHOOL
Before you enter, you recall something strange about the school. Something that scared you as a child.

Beyond the gates, the Manifestation of your Fears is slowly forming - ready for you arrival.
Place your dolls here when you are ready, before answering the questions on the next page.

23
WELCOME TO DEIMOS ACADEMY
For any modern setting
You enter through the gates of your old school.

arrives first. When you get there, you feel a chill in the air. The school looks empty and you
(Name)
don’t see anyone around. Maybe folks are just busy setting up for the reunion. Describe how your character arrives.

arrives next. The trees around you are dead and you hear birds escaping from the area. What
(Name)
was the last text message you sent out, before your phone lost signal?

is the next to arrive. The exterior of the school looks as grim as the day you left it. Moss crawls
(Name)
up the side of the stone walls, the brass sign looms over you. What makes you nervous about returning?

arrives last, as always. The shrubbery is perfectly square, trimmed to perfection, though you
(Name)
notice that the branches are dried out. What creeps you out about the school?

As you look around, you realize that the gates to the school have closed behind you. Your phones have lost signal. You’re
locked in. It’s now 11:30am.
Choose a room to go to:

En gli s h cla s s ro om S cie nce L ab Ar t Studi o

24
QUESTIONS TO ASK OTHER PLAYERS
As an option, when examining items, you may include other players in the scene. When you do, you may choose one
question from the list of the questions below to ask them. Multiple players can ask the same question. If there is a question
that you like, but you want to edit it to suit the situation better, please do so. Be sure to ask these questions in-character.

I remember! (5-6) My memory is a bit fuzzy... (3-4) I don’t remember anything (1-2)

• (When talking about a • “Do you remember why we • “Why don’t you ever take me
memory) “Do you think you’re didn’t like coming here?” seriously?”
the same person as you were • “Do you wish there was • “Why do you have to blame me
back then?” something we could have done for everything?”
• (When talking about a differently in this place?” • “Why do you think you’re better
memory) “Why do we never talk • “Was there something you saw than me?”
about that time anymore?” here that day that frightened • “Why do you treat everyone
• (When in a flashback) “Do you you?” poorly?”
think we should even be here?” • “This item I found—didn’t we
• (When in a flashback) “Why hide it somewhere in this room
are you still my friend?” because we didn’t want it to be
found?”

Content Warning: Coloring book pages contain images of alcohol and alcohol paraphernalia, mind-altering substances (both
stimulants and depressants), and medication and related paraphernalia.

- You may tear this page out to refer to it - 25


ENGLISH CLASSROOM
What was/were the names of your English teacher(s)? KEY
Collect nothing: Go to the Chapel (page 30)
Where did you used to sit?
Collect the Old Notepad or the Desk Carving: Go to the Science Lab (page 27)
What was a prank that you pulled on the teacher here?
Collect the Old Note or the Brass Pen: Go to the Music Room (page 29)
Draw out or color a non-item area of what it looked like.
Collect 3 or more items: Choose from the above where to go (page 30/27/29)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Brass Pen
FEAR

Old Note

Desk Carving
Old Notepad

2266
ENGLISH CLASSROOM
What was/were the names of your English teacher(s)? KEY
Collect nothing: Go to the Chapel (page 30)
Where did you used to sit?
Collect the Old Notepad or the Desk Carving: Go to the Science Lab (page 27)
What was a prank that you pulled on the teacher here?
Collect the Old Note or the Brass Pen: Go to the Music Room (page 29)
Draw out or color a non-item area of what it looked like.
Collect 3 or more items: Choose from the above where to go (page 30/27/29)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Brass Pen
FEAR

Old Note

Desk Carving
Old Notepad

2267
ENGLISH CLASSROOM
What was/were the names of your English teacher(s)? KEY
Collect nothing: Go to the Chapel (page 30)
Where did you used to sit?
Collect the Old Notepad or the Desk Carving: Go to the Science Lab (page 27)
What was a prank that you pulled on the teacher here?
Collect the Old Note or the Brass Pen: Go to the Music Room (page 29)
Draw out or color a non-item area of what it looked like.
Collect 3 or more items: Choose from the above where to go (page 30/27/29)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Brass Pen
FEAR

Old Note

Desk Carving
Old Notepad

2268
SCIENCE LAB
What was/were the names of your Science teacher(s)? KEY
Collect nothing: Go to the Chapel (page 30)
Who were you usually partnered with?
Collect the Bunsen Burner or the Old Weed: Go to the Art Studio (page 28)
What science experiment went awry here?
Collect the Broken Beaker or the Yearbook: Go to the Dining Hall (page 32)
Draw out or color a non-item area of what it looked like.
Collect 3 or more items: Choose from the above where to go (page 30/28/32)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

FEAR

Bunsen Burner
Old Weed

Broken Beaker
Yearbook

2279
SCIENCE LAB
What was/were the names of your Science teacher(s)? KEY
Collect nothing: Go to the Chapel (page 30)
Who were you usually partnered with?
Collect the Bunsen Burner or the Old Weed: Go to the Art Studio (page 28)
What science experiment went awry here?
Collect the Broken Beaker or the Yearbook: Go to the Dining Hall (page 32)
Draw out or color a non-item area of what it looked like.
Collect 3 or more items: Choose from the above where to go (page 30/28/32)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

FEAR

Bunsen Burner
Old Weed

Broken Beaker
Yearbook

2370
SCIENCE LAB
What was/were the names of your Science teacher(s)? KEY
Collect nothing: Go to the Chapel (page 30)
Who were you usually partnered with?
Collect the Bunsen Burner or the Old Weed: Go to the Art Studio (page 28)
What science experiment went awry here?
Collect the Broken Beaker or the Yearbook: Go to the Dining Hall (page 32)
Draw out or color a non-item area of what it looked like.
Collect 3 or more items: Choose from the above where to go (page 30/28/32)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

FEAR

Bunsen Burner
Old Weed

Broken Beaker
Yearbook

2 73 1
ART STUDIO KEY
What was the name of your Art teacher? Collect nothing: Go to the Chapel (page 30)

What was something that creeped you all out about this room? Collect the Paints or the Xanax: Go to the Music Room (page 29)
Collect the Graffiti or the Broken Canvas: Go to the Teacher’s Apartment
What was your greatest group masterpiece? (page 31)
Draw out or color a non-item area of what it looked like.
Collect 3 or more items: Choose from the above where to go (page 30/29/31)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Paints

Broken Canvas Graffiti


FEAR

Xanax

2382
ART STUDIO KEY
What was the name of your Art teacher? Collect nothing: Go to the Chapel (page 30)

What was something that creeped you all out about this room? Collect the Paints or the Xanax: Go to the Music Room (page 29)
Collect the Graffiti or the Broken Canvas: Go to the Teacher’s Apartment
What was your greatest group masterpiece? (page 31)
Draw out or color a non-item area of what it looked like.
Collect 3 or more items: Choose from the above where to go (page 30/29/31)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Paints

Broken Canvas Graffiti


FEAR

Xanax

2383
ART STUDIO KEY
What was the name of your Art teacher? Collect nothing: Go to the Chapel (page 30)

What was something that creeped you all out about this room? Collect the Paints or the Xanax: Go to the Music Room (page 29)
Collect the Graffiti or the Broken Canvas: Go to the Teacher’s Apartment
What was your greatest group masterpiece? (page 31)
Draw out or color a non-item area of what it looked like.
Collect 3 or more items: Choose from the above where to go (page 30/29/31)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Paints

Broken Canvas Graffiti


FEAR

Xanax

2384
MUSIC ROOM KEY
What was the name of your Music teacher? Collect nothing: Go to the Nurse’s Office (page 35)
What scary event did you all witness outside the window when you were Collect the Old Guitar or the Sheet Music: Go to the Dining Hall (page 32)
children? Collect the Broken Flute or the Porcelain Figure: Go to the Teacher’s Apartment
What instrument was broken during an incident of rage? (page 31)
Draw out or color a non-item area of what it looked like. Collect 3 or more items: Choose from the above where to go (page 35/32/31)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Old Guitar

Porcelain
Broken Flute Figure

FEAR

Sheet Music

23
95
MUSIC ROOM KEY
What was the name of your Music teacher? Collect nothing: Go to the Nurse’s Office (page 35)
What scary event did you all witness outside the window when you were Collect the Old Guitar or the Sheet Music: Go to the Dining Hall (page 32)
children? Collect the Broken Flute or the Porcelain Figure: Go to the Teacher’s Apartment
What instrument was broken during an incident of rage? (page 31)
Draw out or color a non-item area of what it looked like. Collect 3 or more items: Choose from the above where to go (page 35/32/31)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Old Guitar

Porcelain
Broken Flute Figure

FEAR

Sheet Music

2396
MUSIC ROOM KEY
What was the name of your Music teacher? Collect nothing: Go to the Nurse’s Office (page 35)
What scary event did you all witness outside the window when you were Collect the Old Guitar or the Sheet Music: Go to the Dining Hall (page 32)
children? Collect the Broken Flute or the Porcelain Figure: Go to the Teacher’s Apartment
What instrument was broken during an incident of rage? (page 31)
Draw out or color a non-item area of what it looked like. Collect 3 or more items: Choose from the above where to go (page 35/32/31)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Old Guitar

Porcelain
Broken Flute Figure

FEAR

Sheet Music

2397
CHAPEL KEY
What was the name of the priest? Collect nothing: Go to the Teacher’s Apartment (page 31)
Why did you break a stained glass window one night? Collect the Cocaine or the Thurible: Go to the Girls’ Boarding House (page 33)
What terrifying thing did you see crawl out from behind the altar after Collect the Flask or the Carved Writing: Go to the Boys’ Boarding House (page
service one day? 34)
Draw out or color a non-item area of what it looked like. Collect 3 or more items: Choose from the above where to go (page 31/33/34)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Flask

Thurible

FEAR

Carved
Wrtiting

Cocaine

3308
CHAPEL KEY
What was the name of the priest? Collect nothing: Go to the Teacher’s Apartment (page 31)
Why did you break a stained glass window one night? Collect the Cocaine or the Thurible: Go to the Girls’ Boarding House (page 33)
What terrifying thing did you see crawl out from behind the altar after Collect the Flask or the Carved Writing: Go to the Boys’ Boarding House (page
service one day? 34)
Draw out or color a non-item area of what it looked like. Collect 3 or more items: Choose from the above where to go (page 31/33/34)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Flask

Thurible

FEAR

Carved
Wrtiting

Cocaine

33
09
CHAPEL KEY
What was the name of the priest? Collect nothing: Go to the Teacher’s Apartment (page 31)
Why did you break a stained glass window one night? Collect the Cocaine or the Thurible: Go to the Girls’ Boarding House (page 33)
What terrifying thing did you see crawl out from behind the altar after Collect the Flask or the Carved Writing: Go to the Boys’ Boarding House (page
service one day? 34)
Draw out or color a non-item area of what it looked like. Collect 3 or more items: Choose from the above where to go (page 31/33/34)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Flask

Thurible

FEAR

Carved
Wrtiting

Cocaine

3400
TEACHER’S APARTMENT KEY
What was the name of the teacher who lived here? Collect nothing: Go to the Nurse’s Office (page 35)
Collect the Knife or the Liquor Bottle: Go to the Dining Hall (page 32)
What do you remember about your teacher? Collect the Teacher’s Notes or the Diary: Go to the Boys’ Boarding House (page
34)
Why are you here? Collect 3 or more items: Choose from the above where to go (page 35/32/34)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Knife

Teacher’s
Notes

FEAR

Diary

Liquor Bottle

34
11
TEACHER’S APARTMENT KEY
What was the name of the teacher who lived here? Collect nothing: Go to the Nurse’s Office (page 35)
Collect the Knife or the Liquor Bottle: Go to the Dining Hall (page 32)
What do you remember about your teacher? Collect the Teacher’s Notes or the Diary: Go to the Boys’ Boarding House (page
34)
Why are you here? Collect 3 or more items: Choose from the above where to go (page 35/32/34)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Knife

Teacher’s
Notes

FEAR

Diary

Liquor Bottle

3412
TEACHER’S APARTMENT KEY
What was the name of the teacher who lived here? Collect nothing: Go to the Nurse’s Office (page 35)
Collect the Knife or the Liquor Bottle: Go to the Dining Hall (page 32)
What do you remember about your teacher? Collect the Teacher’s Notes or the Diary: Go to the Boys’ Boarding House (page
34)
Why are you here? Collect 3 or more items: Choose from the above where to go (page 35/32/34)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Knife

Teacher’s
Notes

FEAR

Diary

Liquor Bottle

341 3
KEY
DINING HALL Collect nothing: Go to the Nurse’s Office (page 35)
What was a favorite food that you all used to look forward to? Collect the Headmaster’s Painting or the Note: Go to the Girls’ Boarding House
(page 33)
What were some events that were held here?
Collect the Orange Tray or the Metal Spoon: Go to the English Classroom (page
What is different about the Dining Hall? 26)
Draw out or color a non-item area of what it looked like. Collect 3 or more items: Choose from the above where to go (page 35/33/26)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Orange Tray
FEAR

Metal Spoon

Note

Headmaster’s
Painting
3424
KEY
DINING HALL Collect nothing: Go to the Nurse’s Office (page 35)
What was a favorite food that you all used to look forward to? Collect the Headmaster’s Painting or the Note: Go to the Girls’ Boarding House
(page 33)
What were some events that were held here?
Collect the Orange Tray or the Metal Spoon: Go to the English Classroom (page
What is different about the Dining Hall? 26)
Draw out or color a non-item area of what it looked like. Collect 3 or more items: Choose from the above where to go (page 35/33/26)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Orange Tray
FEAR

Metal Spoon

Note

Headmaster’s
Painting
34
25
KEY
DINING HALL Collect nothing: Go to the Nurse’s Office (page 35)
What was a favorite food that you all used to look forward to? Collect the Headmaster’s Painting or the Note: Go to the Girls’ Boarding House
(page 33)
What were some events that were held here?
Collect the Orange Tray or the Metal Spoon: Go to the English Classroom (page
What is different about the Dining Hall? 26)
Draw out or color a non-item area of what it looked like. Collect 3 or more items: Choose from the above where to go (page 35/33/26)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Orange Tray
FEAR

Metal Spoon

Note

Headmaster’s
Painting
3426
GIRLS’ BOARDING HOUSE KEY
Collect nothing: Go to the Boys’ Boarding House (page 34)
Whose room is this? Collect the T-Shirt or the Binder: Go to the English Classroom (page 26)
What did you spend most of your time doing here? Collect the Lipstick or the Cocaine: Go to the Science Lab (page 27)
Collect 3 or more items: Choose from the above where to go (page 34/26/27)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Binder

T-Shirt

FEAR

Lipstick
Cocaine
3437
GIRLS’ BOARDING HOUSE KEY
Collect nothing: Go to the Boys’ Boarding House (page 34)
Whose room is this? Collect the T-Shirt or the Binder: Go to the English Classroom (page 26)
What did you spend most of your time doing here? Collect the Lipstick or the Cocaine: Go to the Science Lab (page 27)
Collect 3 or more items: Choose from the above where to go (page 34/26/27)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Binder

T-Shirt

FEAR

Lipstick
Cocaine
3438
GIRLS’ BOARDING HOUSE KEY
Collect nothing: Go to the Boys’ Boarding House (page 34)
Whose room is this? Collect the T-Shirt or the Binder: Go to the English Classroom (page 26)
What did you spend most of your time doing here? Collect the Lipstick or the Cocaine: Go to the Science Lab (page 27)
Collect 3 or more items: Choose from the above where to go (page 34/26/27)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Binder

T-Shirt

FEAR

Lipstick
Cocaine
3439
BOYS’ BOARDING HOUSE KEY
Collect nothing: Go to the Girls’ Boarding House (page 33)
Whose room is this? Collect the Journal or the Condoms: Go to the Art Studio (page 28)
What did you spend most of your time doing here? Collect the Vodka or the Tote Bag: Go to the Music Room (page 29)
Collect 3 or more items: Choose from the above where to go (page 33/28/29)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Vodka

Tote Bag
FEAR

Journal
Condoms 3540
BOYS’ BOARDING HOUSE KEY
Collect nothing: Go to the Girls’ Boarding House (page 33)
Whose room is this? Collect the Journal or the Condoms: Go to the Art Studio (page 28)
What did you spend most of your time doing here? Collect the Vodka or the Tote Bag: Go to the Music Room (page 29)
Collect 3 or more items: Choose from the above where to go (page 33/28/29)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Vodka

Tote Bag
FEAR

Journal
Condoms 3 45 1
BOYS’ BOARDING HOUSE KEY
Collect nothing: Go to the Girls’ Boarding House (page 33)
Whose room is this? Collect the Journal or the Condoms: Go to the Art Studio (page 28)
What did you spend most of your time doing here? Collect the Vodka or the Tote Bag: Go to the Music Room (page 29)
Collect 3 or more items: Choose from the above where to go (page 33/28/29)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Vodka

Tote Bag
FEAR

Journal
Condoms 3542
NURSE’S OFFICE KEY
Why did you used to hate getting sent here? Collect nothing: Go to the Teacher’s Apartment (page 31)
What is different about the Nurse’s Office? Collect the Health Records or the Birth Control: Go to the Boys’ Boarding House
(page 34)
Draw out or color a non-item area of what it looked like.
Collect the Note or the Pill Bottle: Go to the Girls’ Boarding House (page 33)
Collect 3 or more items: Choose from the above where to go (page 31/34/33)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Health Records

Note

Pill Bottle
FEAR

Birth
Control

53 35
NURSE’S OFFICE KEY
Why did you used to hate getting sent here? Collect nothing: Go to the Teacher’s Apartment (page 31)
What is different about the Nurse’s Office? Collect the Health Records or the Birth Control: Go to the Boys’ Boarding House
(page 34)
Draw out or color a non-item area of what it looked like.
Collect the Note or the Pill Bottle: Go to the Girls’ Boarding House (page 33)
Collect 3 or more items: Choose from the above where to go (page 31/34/33)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Health Records

Note

Pill Bottle
FEAR

Birth
Control

54 35
NURSE’S OFFICE KEY
Why did you used to hate getting sent here? Collect nothing: Go to the Teacher’s Apartment (page 31)
What is different about the Nurse’s Office? Collect the Health Records or the Birth Control: Go to the Boys’ Boarding House
(page 34)
Draw out or color a non-item area of what it looked like.
Collect the Note or the Pill Bottle: Go to the Girls’ Boarding House (page 33)
Collect 3 or more items: Choose from the above where to go (page 31/34/33)

OUTLINE OF PLAY 3. One player writes down their Fear in the middle of the room, before describing it
manifesting subtly in the room. Only they can see it. They may draw or color in a non-
1. Answer the prompts about the room at the top of the page.
item area of what it looks like or use the items that have been colored in as prompts.
2. Each player chooses an Item; describe how you find it and roll to see
4. Use the Key to go to the next room.
if you recall a Memory.

Health Records

Note

Pill Bottle
FEAR

Birth
Control

55 35
THE FINAL MANIFESTATION
When you exit the room, you enter a dark, cold, endless space. A fog fills the room...
To every player: Describe one thing you sense about the Fears, eg. what do they look like, what do they sound like, what do they feel like? 1. FEARS
2. Entrance
Place Alumni here to start
Why was there dried blood
on the walls of the communcal
bathroom? Move another
What do you remember that makes your blood run cold?
Alumni forward 1 space.

What did you hide in your old room


that holds the secret to this place? What did you overhear the headmaster was
-1 to the Consumed Alumni or the doing to students who were “expelled”?
Manifestation’s next roll.

What did the


hallways whisper to What was one of the
you at night? Move What do you remember
teachers hiding from you? Who found a clue
another Alumni seeing by the chapel the
to a murder? night you snuck out?
forward 1 space.

What was hidden beneath the


floorboards of your room?

Why did a teacher go missing What strange thing happened to


during your time at Deimos to return the student who used to live in your
seeming more quiet and nervous? room, before you moved in?

Who has the What did you see in the headmaster’s Why did you give up? -1 to
cursed item? Move house that haunts your nightmares? the Consumed Alumni or the
another Alumni Manifestation’s next roll.
forward 1 space.
Escape
36
THE FINAL MANIFESTATION
OUTLINE OF PLAY
1. Your Fears take shape. List the Fears that manifested in the
previous rooms at the top right of the page.

2. The Alumni enter the maze. One at a time (in any order),
each player places their doll at the entrance to the maze
and answers the prompt at the top of the page.

3. Some of you are consumed. Each player checks if they are


wearing 2 pieces of school uniform. If they are, they flip
their character sheet to the consumed side and follow the
prompts there.

4. The Alumni navigate the maze. One at a time (in any order),
each Alumni that hasn’t been consumed rolls the d6, then
moves that many spaces through the maze and answers a
prompt of their choice on one of the spaces on their path.

5. The consumed try to stop them. One at a time (in any order),
each consumed Alumni rolls the d6 and moves that many
spaces through the maze, then may answer one of the prompts
on the back of their character sheet. Any non-consumed
Alumni on their path are pushed backward 1 space.

6. The Manifestation retaliates. Roll the d6 once. The non-


consumed Alumni must split up the rolled number between
them and are pushed backward that many spaces.

7. The Alumni press on. Again, each non-consumed Alumni


rolls, moves, and answers a prompt on their path. If they
reach the escape space, they successfully escape the maze.

8. The story ends… Flip to Game End in the coloring book


(pg. 38).

37
GAME END
Consumed Overcame
Each player who did not escape answers individually: Each player who did escape answers individually:
Describe how your character becomes consumed by the Describe what you see as you escape the manifestation.
Manifestation.

Answer this ad lib as a group:


Answer this ad lib as a group: We overcame the manifestation. It took a lot out of us, but it felt
We were consumed. It was quick. We felt the power of the like a weight had been lifted. Immediately after this, we (activity)
Manifestation course through our veins and we just knew that this
was right. Immediately after this, we (activity)
.

.
In the days that passed, we tried to return to our normal lives.
The people in our lives, our relationships felt (adjective/emotion)
In the days that passed, things felt different. It felt (adjective/ .
emotion) .

We can’t seem to stop thinking about (activity) .


We have a desire to (activity) .

We are worried about (noun) .


I will not stop until all is (adjective) .

FINALLY FOR ALL CHARACTERS TO ANSWER:


What happens to you two years from now?

38
DEBRIEF AID

1. Remove yourself from your character.


• Go around to each player and ask them to remove or tear up their name tent.
• Say this phrase out loud: “I am (your name) . In real life, I am a
(something that takes up a large part of your life, e.g. your career) .
I am not (your character’s name) and I do not/am not
(something that defined your character) .”
2. One thing you liked about your character that you want to take with you and
one thing you didn’t that you’ll leave behind.
• When naming the things that you wanted to keep or leave behind, you can say one or
both parts of this phrase out loud: “One thing I liked about my character was their (your
character’s quality) and I’d like to bring that into my real life.
One thing I did not like about my character was (your character’s quality)
and I’d like to leave that behind.”
• An example of this could be: “One thing I liked about my character was how brave they
were when they stood up for their friends and I’d like to bring that energy into my real
life. One thing I didn’t like about my character was how vindictive they were towards
their friends and I’d like to leave that behind.”
3. Stars and Wishes
• Stars are moments in the game that you really enjoyed! This could be something that
another player did or something that happened in the game that made it really exciting
for you!
• Wishes are things that you wished you could’ve seen in the game. Maybe it’s something
that you really wanted to happen, but didn’t and you would’ve liked to explore it more. It
could be something that can be resolved in the debrief or maybe something in a future
session of the game.

39
60

CUT

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