Campaign Overview
Premise
It's July 16th, 1967, at Camp Moonshade—a seemingly ordinary Junior Braves summer camp nestled in the Cascade Mountains. But when the day ends, it begins again. And again. And again.
The counselors wake each morning to discover they're reliving the same Saturday, trapped in a temporal loop that resets at exactly 11:47 PM. They remember the previous iterations, their memories sharp and terrible. The scouts? They remember too—but each loop, their memories degrade like photographs left in the sun, fading until there's nothing left but fragments and fear.
"Yesterday was the longest day of summer. Today will be even longer."
What the counselors don't know—yet—is that Camp Moonshade sits on the former site of Project Hourglass, a classified 1952 government experiment in temporal manipulation. The facility was supposedly decommissioned and buried, but fifteen years of summer camps have damaged the containment seals.
The temporal engine is failing, and its emergency protocols have activated: trap all witnesses in a 24-hour cycle until the system can be secured or until everyone forgets what they've seen.
The Stakes: Each loop, the scouts lose more memories—first of the loops, then of the day, then of themselves. If the counselors can't break the cycle, their troop will loop into oblivion, becoming temporal echoes: living but hollow, children who forgot they were ever real.
Themes
Growth Through Repetition
- Scouts and counselors learn from mistakes across loops
- Skills improve, relationships deepen, knowledge accumulates
- But growth comes at the cost of sanity and hope
Second Chances and Terrible Costs
- Every loop offers a chance to save someone, fix something, do better
- But each reset costs the scouts their memories and sense of self
- How much can you sacrifice to save others?
Breaking Cycles
- The loop is a metaphor for trauma, bad habits, destructive patterns
- Breaking free requires acknowledging the past, not just escaping it
- Sometimes the cycle serves a purpose—what happens when you break it?
Memory and Identity
- We are our memories—what are we without them?
- Scouts who forget loops become different people each reset
- Counselors remember everything—a blessing or curse?
Safety Tools
Recommended Safety Tools
The X-Card
Place a card marked with an "X" in the center of the table. Anyone can tap or lift the X-Card at any time to skip content that makes them uncomfortable, no questions asked. The GM moves the scene forward without that content.
Lines and Veils
Lines: Content that will not appear in the game at all (hard boundaries)
Veils: Content that can happen "off-screen" but won't be described in detail
Pre-Session Discussion: Before starting, ask players what content they want behind Lines or Veils. Common topics for this campaign:
- Body horror / physical transformation
- Identity loss / ego death
- Existential horror / meaninglessness
- Children forgetting their families
- Forced sacrifice / no-win scenarios
- Government violence / containment
Check-Ins
Periodically check in with players, especially after intense scenes:
- "How's everyone doing? Thumbs up if you're good, thumbs sideways if you need a break."
- Take breaks between loops to decompress
- After Billy or Lisa go hollow, pause to check in
- Before any sacrifice scene, confirm everyone's comfortable proceeding
Session Zero
Before Loop 1, have a Session Zero conversation covering:
- The premise: time loops, memory loss, horror themes
- Safety tools the table will use
- Player boundaries and comfort levels
- Tone calibration: how scary vs. hopeful should the campaign be?
- Expectations: this is a 2-session campaign with high stakes
Debrief
After Session 2 ends, take 15-20 minutes to debrief:
- What moments stood out?
- What was challenging emotionally?
- What do we carry forward from this experience?
- Separate character emotions from player emotions
- Thank everyone for trusting each other with this story
GM Responsibility: Time loops can be psychologically intense. Watch for signs of player fatigue or distress. It's okay to take breaks, skip loops, or adjust the narrative if the table needs it. The game should challenge, not traumatize.
The Truth (GM Eyes Only)
For GMs Only! Players should discover this through gameplay.
What Really Happened
1952: The U.S. Army establishes Project Hourglass in the Cascade Mountains—a top-secret temporal research facility attempting to develop time manipulation for military advantage. The project is led by Dr. Helena Vance, a brilliant physicist.
The Experiment: Project Hourglass successfully creates a "temporal anchor"—a device that can trap a localized area in a repeating 24-hour loop. The military application is obvious: trap an enemy force, study their actions, plan perfect counter-strategies.
The Accident: During a test, Dr. Vance's 12-year-old daughter Eleanor sneaks into the facility. She's caught in a temporal loop. The researchers try to free her, but Eleanor's consciousness fragments across multiple iterations. To end her suffering, Dr. Vance initiates an emergency shutdown, which buries the entire facility and everyone in it beneath tons of concrete and earth.
Official Story: Project Hourglass never existed. The site is decontaminated and sold to the Junior Braves organization in 1955.
The Present (1967): Fifteen years of summer camps have damaged the buried facility's seals. The temporal engine, still running on emergency power, detects human presence above and activates its containment protocol: trap all witnesses in a loop until the site can be secured or until all witnesses lose their memories of the anomaly.
The Temporal Engine
Location: 60 feet below the mess hall, in a sealed bunker
Status: Emergency mode, failing containment seals
Fuel: Original 1952 power source, nearly depleted
Reset Trigger: Automatically triggers at 11:47 PM or if system detects paradox/threat
Memory Effect: Projects "temporal static" that degrades human memory retention; counselors resist due to temporal awareness, scouts don't
Memory Point Degradation Reference
| MP Range | Mental State | Capabilities | Roleplay Guidance |
|---|---|---|---|
| 10-7 MP | Full Awareness | Remembers loops clearly, learns normally, makes plans | Confused but functional; asks questions; shows fear and hope |
| 6-4 MP | Fragmented | Deja vu, needs reminders, emotional echoes remain | Repeats questions; recognizes faces but not names; clings to counselors |
| 3-1 MP | Fading | Vague feelings only, loses skills, personality shifts | Speaks in simple sentences; stares blankly; shows fear without understanding why |
| 0 MP | Hollow | Empty shell, goes through motions, no personality | Polite but emotionless; does what told; no initiative; dead eyes |
Breaking the Loop - Possible Methods
- Consolidate Eleanor: Use Sarah's temporal anchor ability to unify all 4,783 Eleanor fragments into one consciousness, removing the paradox
- Manual Override Sacrifice: Someone physically enters the engine core and becomes the new anchor while the system shuts down
- Complete the Cycle: The engine was designed to run 12 loops then shutdown—survive to Loop 12
- Shutdown Codes: Find and enter Dr. Vance's three-part code: "VANCE-7-ECHO / HOURGLASS-52-DELTA / ELEANOR-LIVED"
- Government Extraction: Cooperate with DARPA team (risky—they might "contain" everyone permanently)
Shutdown Methods Comparison
| Method | Requirements | Risk | Cost | Outcome |
|---|---|---|---|---|
| Eleanor Consolidation | Sarah's drawings, 3:47 PM timing, 2+ hours | Sarah fragments | 1 person becomes paradox | Clean shutdown |
| Manual Override | Volunteer enters core, shutdown codes | Volunteer trapped forever | 1 person eternal anchor | Fast shutdown (4 hrs) |
| Complete Loop 12 | Survive 12 loops, keep scouts alive | Most/all scouts hollow | Children's identities | Automatic shutdown |
| Shutdown Codes | All 3 code fragments, bunker access | Requires anchor replacement | Combines with other methods | Enables other options |
| Destroy Engine | Explosives, overload reactor | Might kill everyone | Unpredictable | Paradox collapse possible |
| DARPA Extraction | Full cooperation with government | Memory wipes, containment | Freedom uncertain | Escape loop, but at what cost? |
Campaign Loop Timeline
| Loop # | Session | Key Events | Scout MP Range | Threat Level |
|---|---|---|---|---|
| Loop 1 | 1 | Normal day, first reset shock | 10 MP (full) | Low - Discovery |
| Loop 2 | 1 | Investigation, temporal barrier, scouts remember | 9-10 MP | Moderate - Experimentation |
| Loop 3 | 1 | Billy goes hollow, first temporal distortions | 6-8 MP | High - First Loss |
| Loop 4 | 1 | DARPA arrives, bunker breach, codes discovered | 4-6 MP | Very High - Outside Threat |
| Loop 5 | 1 | Lisa hollow, consolidation attempt, sacrifice option revealed | 2-4 MP (featured) | Critical - Session Finale |
| Loop 6 | 2 | Desperate morning, Chen confrontation, final attempt | 1-3 MP (featured) | Maximum - Climax |
| Loop 7-11 | 2 | Optional: Additional attempts if Loop 6 fails | 0-2 MP | Apocalyptic |
| Loop 12 | 2 | Final chance before engine failure kills everyone | 0 MP (all hollow) | Extinction Event |
Major NPC Quick Reference
| NPC | Role | Motivation | Key Info | First Appears |
|---|---|---|---|---|
| Director Morrison | Camp Director | Protect scouts; end suffering if necessary | 10th year running camp; knows something is wrong; has rifle | Loop 1 |
| Agent Sarah Reeves | DARPA Team Lead | Find brother Michael; contain threat; maybe save kids | Brother vanished at camp 1962; conflicted loyalties | Loop 4 |
| Dr. Marcus Chen | Temporal Physicist | Immortality via loop; avoid cancer death in 6 months | Brilliant but desperate; sabotages shutdown; redeemable | Loop 4 |
| Rodriguez & Kowalski | Military Contractors | Follow orders; protect kids if possible | Loyal to Reeves; potential sacrifice volunteers | Loop 4 |
| Eleanor Vance | Temporal Ghost/Paradox | Be whole again; end suffering | Fragmented across 4,783 loops since 1952; key to shutdown | Loop 3 (partial), Loop 4 (full) |
| Dr. Helena Vance (Ghost) | Project Lead (deceased) | Help daughter; atone for creating engine | Eleanor's mother; buried facility in 1952; guilt-ridden | Loop 4 |
Session 1: Discovery and Deterioration (Loops 1-5)
Duration: 3-4 hours | Objective: Discover the loop, investigate the mystery, witness scout degradation, find shutdown method
Session 1: Discovery and Deterioration
Loops 1-5
Session Duration: 3-4 hours
Loops Covered: Loop 1 (The First Day) through Loop 5 (Breakthrough and Despair)
Session Goal: Counselors discover the time loop, witness scout memory degradation, find evidence of the buried facility, and encounter the government team
Session Opening
Pre-Session Setup (5 minutes)
Materials Needed:
- Character sheets for counselors
- Scout roster (12 featured scouts with Memory Points)
- Loop tracker (whiteboard or paper showing Loop #, Time, Scout MP)
- Index cards for each featured scout
- Temporal distortion reference sheet
Setting the Mood:
It's July 16th, 1967. The radio's been talking about riots in Newark, hippies in San Francisco, and the space race heating up. But here in the Cascade Mountains, at Camp Moonshade, it feels like the world is far away. Just you, your troop of Junior Braves, and two weeks of summer camp stretching ahead.
The sun is bright. The air smells like pine and campfire smoke. The kids are excited, energetic, already making friends. This is going to be a great summer.
Isn't it?
GM Note: Don't reveal the time loop immediately. Play Loop 1 as a completely normal camp day. Let players settle into their characters, meet their scouts, and establish routines. The horror comes from watching that normalcy repeat and decay.
Loop 1: The First Day
Loop Number: 1
Date: Saturday, July 16th, 1967
Time: 8:00 AM - 11:47 PM
Scout Memory: Full (10 MP for all)
Objective: Establish normalcy, introduce characters, create baseline for future loops
Scene 1: Morning Arrival (8:00 AM - 9:30 AM)
Location: Camp entrance, parking area
Duration: 20-30 minutes
NPCs Present: Camp Director Morrison, counselors' scouts, background campers
Mood: Excited, bright, optimistic
Opening Boxed Text:
The yellow school bus rumbles up the dirt road, kicking up dust that catches the morning sunlight. Through the windows, you can see your scouts—twelve Junior Braves in crisp uniforms, some chattering excitedly, others staring wide-eyed at the towering pines surrounding Camp Moonshade.
The bus hisses to a stop. Camp Director Morrison, a weathered man in his fifties with a clipboard and a whistle around his neck, waves you over. "Counselors! Good to see you. Let's get these Braves settled in. Orientation's at nine, flag ceremony right after. We've got a full schedule today."
The bus doors swing open, and your summer begins.
GM Guidance:
Setup:
- Have each counselor describe their character and introduce themselves
- Let them pick 2-3 featured scouts from the roster to focus on
- Encourage them to help scouts off the bus, carry bags, make first impressions
- This is a normal, happy moment—emphasize the mundane details
Key Information to Establish:
- Camp Layout: Mess hall (center), cabins (north), lake (south), woods (west), flagpole (east)
- Daily Schedule: Flag ceremony 9 AM, activities 10 AM-5 PM, dinner 6 PM, campfire 8 PM, lights out 10 PM
- Scout Personalities: Let featured scouts shine—Doc asking questions, Lisa organizing, Tommy joking, Sarah sketching, Billy being nervous
- Normal Details: The creaky mess hall door, Morrison's whistle, the smell of bacon from breakfast prep, distant laughter
NPC Behavior:
- Director Morrison: Gruff but kind, focused on logistics, mentions it's his 10th year running the camp
- Scouts: Age-appropriate energy—excited, nervous, showing off to each other
- Background Counselors: Friendly, experienced, talk about past summers
- Type: Social
- Check: CHARM (difficulty 7)
- Success: Scouts immediately warm to counselor; trust established; featured scouts will confide in them later
- Partial: Professional but distant rapport; scouts are polite but reserved
- Failure: Awkward introduction; scouts seem uncomfortable or dismissive; harder to connect later
- Type: Investigation
- Check: BRAINS (difficulty 10)
- Success: PC notices temporal anomalies (shadows wrong angle, clock running backward, Morrison's confusion); gains mental note for Loop 2
- Partial: PC feels something is slightly off but can't identify what; vague unease
- Failure: Everything seems perfectly normal; no warning signs detected
- Yellow school bus arrives at 8:00 AM with twelve Junior Braves in crisp uniforms
- Camp Director Morrison greets counselors with schedule and clipboard
- Counselors introduce themselves and help scouts off bus with bags
- Featured scouts show initial personalities - Doc curious, Lisa organized, Tommy joking, Sarah sketching, Billy nervous
- Subtle wrongness hints appear (optional first loop) - shadows at wrong angles, Morrison's watch confusion, clock running backward momentarily
- Morrison blows whistle to gather everyone at flagpole for orientation
- Clue 1: Shadows at Wrong Angles - Morning sunlight casts shadows that don't quite match the sun's position, subtle temporal distortion visible from first moment
- Clue 2: Morrison's Watch Confusion - Camp director checks his watch twice and frowns, as if time doesn't match what he expects; he's experienced loops before based on Loop 1 Scene 4 scream "NOT AGAIN"
- Clue 3: Clock Running Backward - Mess hall clock runs slightly backward for a moment during arrival, foreshadowing 11:47 PM reset when all clocks spin backward
- Clue 4: Morrison's 10th Year - He mentions this is his tenth year running the camp (built 1955, now 1967 = 12 years), suggesting some years may have been looped
- Clue 5: Normal Baseline Established - This scene establishes what "normal" looks like so temporal anomalies in later loops are recognizable by contrast
- Clue 6: Camp Layout - Mess hall (center), cabins (north), lake (south), woods (west), flagpole (east) - geography matters for investigations and escape attempts
- Clue 7: Scout Initial Memory - Featured scouts start at full memory (10 MP implied), their personalities and relationships will degrade across loops
- Clue 8: First Impressions Matter - Trust established now will persist across loops as emotional anchor even when scouts lose memories
Camp Entrance and Parking Area - Where counselors first arrive and meet their scouts
- Zones: Dirt road approach (kicking up dust in sunlight), bus parking area (yellow school bus stops here), camp entrance sign (welcoming gateway), flagpole clearing (visible in distance to east), counselor meeting point (Morrison greets here)
- Features: Yellow school bus with twelve Junior Braves inside, towering pines surrounding camp, morning sunlight catching dust, Morrison with clipboard and whistle, scout bags and equipment being unloaded, distant sounds of breakfast preparation
- Temporal Anomalies: Shadows cast at slightly wrong angles for morning sun, Morrison checking watch with confused expression, mess hall clock visible running backward momentarily, subtle wrongness perceptible only with high BRAINS check
- Atmosphere: Excited and optimistic mood, bright summer morning, scouts chattering and wide-eyed, smell of bacon from breakfast prep, creaky mess hall door audible, normal mundane details emphasized to establish baseline
- Scout First Impressions: Doc Henderson asking immediate questions about everything, Lisa Chen already organizing her belongings and helping others, Tommy Reeves making jokes and showing off, Sarah Kim quietly sketching the pine trees, Billy Holloway nervous and hanging back
- Normal Details to Remember: Morrison's gruff but kind demeanor, whistles signaling schedule changes, camp layout orientation (mess hall center, cabins north, lake south, woods west, flagpole east), daily schedule structure, this moment as baseline before everything goes wrong
Decision Points:
-
How do counselors introduce themselves to scouts?
- Authoritative → Scouts respect but don't open up immediately
- Friendly → Scouts relax and start bonding
- Hands-off → Scouts form their own cliques
-
Do counselors explore camp or stay with orientation?
- Stay → Learn schedule, meet Morrison, get organized
- Explore → Find mess hall, cabins, lake, notice details for later loops
- Both → Split the party (track separately)
Pacing Notes:
- Don't rush this scene—establish the baseline
- Let players roleplay interactions with scouts
- Drop subtle hints that something is off (optional): shadows at wrong angles, Morrison checks his watch twice and frowns, clock in mess hall runs slightly backward for a moment
- End when counselors are settled and ready for orientation
Transition:
Morrison blows his whistle. "All right, Braves and counselors! Gather 'round the flagpole. Time to officially start your Camp Moonshade adventure!"
Scene 2: Orientation and First Activity (9:30 AM - 12:30 PM)
Location: Flagpole → Activity stations (archery range, lake, craft shed)
Duration: 30-40 minutes
NPCs Present: Morrison, activity instructors, all scouts
Mood: Energetic, structured, classic summer camp
Opening Boxed Text:
The American flag snaps in the mountain breeze as Director Morrison leads the camp in the Pledge of Allegiance. Forty-eight scouts stand in neat rows, hands over hearts. Your troop is here somewhere—you can see Tommy's mop of red hair, hear Billy's nervous cough, spot Lisa standing at perfect attention.
"Welcome to Camp Moonshade!" Morrison's voice booms across the field. "For the next two weeks, you'll learn the values of the Junior Braves: courage, loyalty, honor, and skill. You'll make friends, test yourselves, and create memories that'll last a lifetime."
He pauses, glancing at his watch. For just a moment, he looks... confused. Then he shakes his head and continues. "All right, Braves! Time to show us what you're made of. Counselors, take your troops to your first activity stations!"
GM Guidance:
Setup:
- Present counselors with activity options: archery, swimming, orienteering, crafts, first aid
- Each counselor picks an activity for their troop
- This is where scouts' personalities and skills emerge
- Track time—mention the position of the sun, the heat, the sounds of camp
Key Information to Establish:
- Scout Skills: Doc excels at first aid, Lisa at organization, Tommy at athletics, Sarah at crafts, Billy struggles but tries hard
- Camp Routine: Activities run in 90-minute blocks, everyone rotates, whistle signals transitions
- Normal Camp Dangers: Scraped knees, homesickness, minor conflicts between scouts, heat exhaustion concerns
- Temporal Markers: Note specific times—"It's 10:15 when Tommy takes his first archery shot," "At 11:30, the lunch bell rings"
NPC Behavior:
- Activity Instructors: Enthusiastic, teach skills that might matter later (fire-building, knot-tying, map reading)
- Scouts: Engaged, competitive, asking questions, bonding with each other
- Featured Scouts Moments:
- Doc: Bandages another scout's scraped knee, shows natural medical instinct
- Lisa: Organizes her troop's equipment, keeps everyone on task
- Tommy: Jokes around but surprises everyone by being naturally athletic
- Sarah: Sketches the camp in her notebook during downtime
- Billy: Struggles at archery but tries his best, needs encouragement
- Type: Social / Leadership
- Check: CHARM (difficulty 7)
- Success: Scouts are enthusiastic and focused; counselor learns key personality traits; bonds deepen
- Partial: Activities go smoothly but some scouts remain distracted or homesick
- Failure: Scouts lose interest; minor conflicts emerge; one scout (Billy) nearly gives up on archery
- Type: Investigation
- Check: BRAINS (difficulty 8)
- Success: PC notices Morrison checks watch obsessively (7+ times in an hour), seems anxious about time, mutters about "staying on schedule"
- Partial: PC sees Morrison is distracted but doesn't understand why
- Failure: Morrison seems like a normal, busy camp director; nothing unusual detected
Decision Points:
-
How do counselors handle scout conflicts?
- Mediate → Scouts learn to resolve issues, bond
- Discipline → Order maintained, some resentment
- Ignore → Conflicts escalate, teach independence
-
Do counselors notice anything unusual?
- Observant → Morrison keeps checking his watch, seems distracted
- Focused on scouts → Miss subtle clues
- Investigate → Ask Morrison if something's wrong (he dismisses it)
-
How much do counselors interact vs. observe?
- Hands-on → Bond with scouts, learn personalities
- Supervise → Maintain order, notice patterns
- Balance → Best of both
Pacing Notes:
- Keep activities light and fun—this is the "normal" they'll yearn for in later loops
- Let players succeed at being good counselors
- Introduce scout names and personalities through action
- Optional subtle wrongness: Counselors might notice they've seen this exact scene before (deja vu), or a scout says something that feels like it was said earlier
Transition:
The lunch bell clangs—an old ship's bell Morrison salvaged from somewhere. The scouts whoop and run toward the mess hall, kicking up dust. The smell of grilled cheese sandwiches and tomato soup drifts on the breeze.
It's 12:30 PM. The sun is directly overhead. Everything is normal.
Isn't it?
Scene 3: Afternoon Activities and Growing Unease (12:30 PM - 6:00 PM)
Location: Mess hall → Woods (orienteering) → Lake (swimming) → Cabins
Duration: 40-50 minutes
NPCs Present: All camp staff and scouts
Mood: Warm, tiring, subtle hints of wrongness building
Opening Boxed Text:
Lunch is chaos—forty-eight hungry scouts, clattering trays, shouted conversations. Your troop sits together at one of the long picnic tables. Doc is explaining something about constellations to anyone who'll listen. Lisa has organized a trade network for desserts. Tommy is flicking peas at the Eagles' table. Sarah sketches portraits on napkins. Billy eats quietly, still trying to fit in.
Through the mess hall windows, you can see the woods beyond the camp—dark green, deep, stretching up the mountainside. Morrison stands by the exit, checking his watch again. He looks... worried.
The clock on the wall reads 12:47 PM.
Or does it? For a moment, you could swear it said 11:47.
GM Guidance:
Setup:
- Lunch is roleplay-heavy—counselors interact with scouts, build relationships
- After lunch: afternoon activities (swimming at lake, orienteering in woods, or cabin rest time)
- This scene is where the first real hints of wrongness appear
- Begin introducing the uncanny—small things that don't quite add up
Key Information to Establish:
- The Woods: Dense, old-growth forest, trails marked with Junior Braves signs, deeper areas are off-limits
- The Lake: Clear, cold mountain water, old wooden dock, rope swing, canoes
- The Cabins: Rustic, wooden bunks, trunks for belongings, group bonding space
- Temporal Anomalies (subtle):
- Clocks occasionally show 11:47 when they shouldn't
- Morrison becomes increasingly distracted and checks his watch obsessively
- Shadows fall at slightly wrong angles
- Counselors experience deja vu—"Didn't Tommy just say that same joke?"
- Background scouts repeat actions (walk past the same spot twice in minutes)
NPC Behavior:
- Morrison: Distracted, mutters about his watch being broken, mentions he "feels like he's forgetting something important"
- Scouts: Energetic at first, become tired as afternoon wears on, some complain of headaches or deja vu
- Other Counselors: Mention feeling "off," blame it on altitude or first-day stress
- Featured Scout Moment - Doc Henderson: Notices Morrison's distress, asks if he's okay, Morrison brushes him off
- Type: Investigation
- Check: BRAINS (difficulty 9)
- Success: PC notices multiple anomalies: clocks showing 11:47, shadows at wrong angles, deja vu moments, background NPCs repeating actions; realizes something is fundamentally wrong with time
- Partial: PC notices one or two oddities but attributes them to tiredness or faulty equipment
- Failure: Everything seems normal if tiring; no anomalies detected
- Type: Social / Emotional
- Check: CHARM (difficulty 7)
- Success: Deep connections formed; scouts confide worries and dreams; these bonds will matter when loop is discovered
- Partial: Pleasant interactions but surface-level; scouts are friendly but guarded
- Failure: Counselor is too busy or distracted; scouts bond with each other instead, leaving counselor on periphery
- Type: Investigation / Exploration
- Check: BRAINS or FLIGHT (difficulty 8)
- Success: PC finds key clues: old restricted area signs from 1952, Morrison's journal mentioning time discrepancies, or ground vibrations near mess hall
- Partial: PC finds one minor clue but doesn't understand its significance yet
- Failure: No unusual discoveries; afternoon passes normally
Decision Points:
-
Swimming at the Lake - Safety Call:
- Scouts want to swim to the far dock (dangerous, deep water)
- Allow it → Builds trust, small risk of accident
- Forbid it → Safe but scouts feel controlled
- Compromise → Buddy system, supervised swim
-
Orienteering in Woods - Boundaries:
- Scouts want to explore off-trail areas
- Allow it → Discovery opportunity (find old warning signs, disturbed ground)
- Forbid it → Safety maintained, miss clues
- Accompany them → Control risk, find clues together
-
Investigating Morrison's Behavior:
- Confront him → He admits feeling strange, mentions time feeling "wrong"
- Ignore it → Continue normal activities
- Talk to other counselors → They feel it too but can't explain it
Investigation Opportunities:
If counselors explore or investigate:
- Woods: Can find old "RESTRICTED AREA" signs buried under leaves, faded and weathered (from 1952)
- Mess Hall: Kitchen staff mention the clock "acts funny sometimes," resets itself
- Morrison's Office: If they sneak in, find a journal where Morrison notes "time discrepancies" going back years
- Lake: Swimmers might notice the water's reflection shows the sky at a different time of day
- Ground Vibrations: Subtle humming sound if they put their ear to the ground near the mess hall
Pacing Notes:
- Balance normal camp fun with growing wrongness
- Don't make anomalies too obvious—players should feel unsettled, not certain
- Let counselors dismiss oddities as tiredness, altitude, imagination
- Build to the evening's events
Transition:
The dinner bell rings at 6:00 PM sharp. The sun is starting its slow descent toward the mountains. Scouts trudge back to camp, tired and happy, sunburned and satisfied.
Morrison stands by the flagpole, staring at his watch. He looks up as you approach, and for just a moment, his eyes are filled with something like fear.
"Counselors," he says quietly. "Do any of you feel like... like today is taking a very long time?"
Scene 4: Evening Campfire and The Reset (6:00 PM - 11:47 PM)
Location: Mess hall → Campfire circle → Cabins → The moment of reset
Duration: 45-60 minutes
NPCs Present: All camp staff and scouts
Mood: Nostalgic and warm → growing dread → horror at reset
Opening Boxed Text:
Dinner is hot dogs and beans, eaten family-style at the long tables. The mess hall fills with the sound of tired, happy voices. Your scouts are starting to bond—you can see it in the way Doc and Lisa sit together, how Tommy makes Billy laugh, how Sarah shows her drawings to the others.
Through the windows, the sun sets in brilliant oranges and reds. It's beautiful. It's perfect.
Morrison sits alone at the counselors' table, not eating, his watch held in both hands like he's trying to will it to work correctly.
"What time is it?" he mutters to no one. "What time is it really?"
GM Guidance:
Setup:
- Dinner → Cleanup → Campfire (8:00 PM) → Songs and stories → Lights out (10:00 PM) → The wait
- This is the emotional core of Loop 1—the moment before everything changes
- Counselors should feel attached to their scouts before the reset
- Build tension slowly toward 11:47 PM
Key Information to Establish:
- Campfire Traditions: Songs ("Kumbaya," "This Land Is Your Land"), ghost stories, marshmallows
- Scout Bonding: Feature moments of connection—Doc teaching first aid to Billy, Lisa organizing a cabin cleanup competition, Tommy leading a silly song, Sarah gifting sketches
- Morrison's Breakdown: He becomes increasingly agitated as time passes
- The Final Hour: 10:00 PM - 11:47 PM, scouts in cabins, counselors notice time moving strangely
NPC Behavior:
- Morrison: At campfire, tells a story about the camp's history, mentions it was built on "old government land" in 1955, says "Sometimes I think this place has a memory of its own"
- Scouts: Tired, happy, heading to bunks, whispering and giggling until lights out
- Featured Scout Moments:
- Doc: Asks what the stars will look like later, wants to stay up and stargaze
- Lisa: Organizes a "cabin of the day" award system for tomorrow
- Tommy: Tells a joke that makes everyone laugh, says "This is the best day ever"
- Sarah: Gives each counselor a quick sketch portrait, says "So we remember today"
- Billy: Finally relaxes, tells counselors he was scared but now feels safe
- Type: Social / Emotional
- Check: CHARM (difficulty 8)
- Success: Deep, meaningful moment shared with scouts at campfire; they open up about fears, dreams, families; these memories will haunt counselor when scouts forget
- Partial: Pleasant evening but surface-level bonding; counselor remembers the warmth but not the details
- Failure: Distant or distracted; campfire is nice but impersonal; counselor feels regret after reset
- Type: Investigation
- Check: BRAINS (difficulty 9)
- Success: PC recognizes pattern: clocks showing different times, humming sound increasing, Morrison's escalating panic, time acceleration; prepares mentally for something catastrophic
- Partial: PC knows something is deeply wrong but can't predict what will happen
- Failure: Notices oddities but dismisses them; reset comes as complete shock
- Type: Mental / Willpower
- Check: GRIT (difficulty 10)
- Success: PC maintains composure despite existential horror; remembers details clearly; stays functional
- Partial: PC is shaken but copes; some memory blur but core experiences retained
- Failure: PC panics or dissociates; difficulty processing that scouts don't remember; -1 to first CHARM check in Loop 2
- Dinner at mess hall - scouts bonding, Morrison obsessing over his watch, beautiful sunset
- Evening campfire (8:00 PM) - traditional songs, ghost stories, marshmallows, featured scout moments of connection
- Lights out (10:00 PM) - scouts to cabins, counselors begin noticing temporal anomalies
- Temporal acceleration (10:30-11:30 PM) - clocks showing different times, underground humming, Morrison's warning, time moving wrong
- The Reset (11:47 PM) - blue light, temporal crystallization, Morrison screams "NOT AGAIN", reality inverts
- Return to morning (8:00 AM) - yellow bus arrives again, scouts don't remember anything, counselors remember everything, Loop 2 begins
- Clue 1: 11:47 PM Significance - All clocks spin backward and stop at exactly 11:47 PM; this is the precise moment of temporal reset
- Clue 2: Blue Light Phenomenon - Reset manifests as cold blue light (not sunlight or moonlight), shadows invert, air crystallizes, sensation of being pulled through a lens
- Clue 3: Morrison's Prior Knowledge - He screams "NOT AGAIN" at reset, mentions camp built on "old government land" in 1955, says "this place has a memory," suggests he's experienced loops before
- Clue 4: Temporal Build-Up Pattern - Underground humming increases throughout evening, clocks show different times, time acceleration after 11:30 PM, stars in wrong positions, shadows don't match moonlight
- Clue 5: Counselor Memory Retention - Counselors remember every detail of Loop 1 after reset while all scouts and most NPCs don't remember anything
- Clue 6: Physical Reset Evidence - Everything returns to 8:00 AM state: scraped knees heal, Sarah's sketches vanish, equipment returns to storage, bus arrives again
- Clue 7: Scout Deja Vu - Some scouts (especially Doc and Lisa) experience faint deja vu or feelings of familiarity, suggesting partial memory retention
- Clue 8: Camp History 1955 - Morrison mentions camp built on old government land in 1955, three years after Project Hourglass began (1952)
Camp Moonshade at 11:47 PM Reset Moment - The entire camp during first temporal loop reset
- Zones: Mess hall (dinner location), campfire circle (bonding and traditions), scout cabins (lights out, whispers fading), counselor stations (final checks), camp center (Morrison pacing), underground (humming source)
- Features: Long dinner tables with hot dogs and beans, campfire with marshmallows and singing, Morrison's broken watch showing wrong time, scout sleeping areas, all clocks throughout camp, beautiful sunset turning to charged night air
- Temporal Anomalies: Clocks showing different times throughout camp, time acceleration after 11:30 PM (minutes pass like seconds), underground humming vibrating through ground, stars in wrong positions, shadows not matching moonlight, air feeling thick and charged, reset at 11:47 PM with blue light and temporal crystallization
- Atmosphere: Nostalgic and warm during dinner/campfire, growing unease as evening progresses, mounting dread as 11:47 approaches, existential horror at reset moment, disorientation and grief when returning to morning with scouts not remembering
- Emotional Anchors: Doc asking about stars and wanting to stargaze, Lisa organizing tomorrow's cabin awards, Tommy's joke making everyone laugh ("best day ever"), Sarah gifting sketch portraits "so we remember today", Billy finally feeling safe after being scared
- Scout Bonding Moments: Doc teaching first aid to Billy, Lisa organizing cabin cleanup competition, Tommy leading silly songs, Sarah sharing drawings with others, visible friendships forming throughout evening
The Build to 11:47 PM:
10:00 PM - Lights Out:
"Lights out, Braves!" Morrison calls, but his voice is shaky. The cabins go dark. Whispers and giggles fade. The camp settles into nighttime sounds—crickets, wind in the pines, the distant hoot of an owl.
10:30 PM - Counselors' Watch:
- Counselors are expected to do a final check on cabins
- They might notice:
- All clocks in camp show different times
- Morrison pacing near the mess hall
- A faint humming sound from underground
- Stars in the wrong positions
- Shadows that don't match the moonlight
11:00 PM - Morrison's Warning (if counselors seek him out):
Morrison is standing in the middle of the camp, looking up at the sky. When you approach, he doesn't turn around.
"Have you ever felt like a day just... doesn't want to end?" he asks. "Like it's stretching, trying to hold on? I've run this camp for ten years, and some days—some days I swear I've lived them before."
He looks at his watch. 11:23 PM.
"It's almost time," he whispers. "I don't know for what, but it's almost time."
11:30 PM - The Acceleration:
Time feels wrong. Minutes pass like seconds. You check your watch: 11:35 PM. You blink, check again: 11:42 PM. The air feels thick, charged, like before a thunderstorm.
From the cabins, you hear a scout cry out—a nightmare, maybe. The humming sound grows louder. If you put your hand on the ground, you can feel it vibrating.
11:47 PM - The Reset:
Boxed Text (read slowly and dramatically):
11:47 PM.
The humming becomes a roar. Every clock in camp—in the mess hall, on Morrison's wrist, in your pocket—spins backward and stops at the same moment: 11:47.
The world fills with light—not sunlight, not moonlight, but something cold and blue and wrong. The shadows invert. The air crystallizes. You feel yourself stretching, thinning, like you're being pulled through a lens.
Morrison screams: "NOT AGAIN!"
And then—
Pause. Let the silence hang.
—it's morning.
The yellow school bus rumbles up the dirt road, kicking up dust that catches the sunlight. Through the windows, you can see your scouts—twelve Junior Braves in crisp uniforms, some chattering excitedly, others staring wide-eyed at the towering pines.
The bus hisses to a stop. Camp Director Morrison waves you over.
"Counselors! Good to see you. Let's get these Braves settled in. Orientation's at nine, flag ceremony right after."
It's July 16th, 1967.
Again.
GM Guidance for The Reset:
Player Reactions:
- Players will be confused—that's intentional
- Counselors remember everything from Loop 1
- Scouts act like it's their first day (they don't remember the loop)
- Morrison acts normal, as if the previous day never happened
Key Points to Establish:
- Counselors' Memory: They remember every moment of Loop 1—the conversations, the bonds, the reset
- Scouts' Memory: Scouts don't remember anything—or do they? (Doc might have deja vu, Lisa might say "Have we met before?")
- Physical Reset: Everything is exactly as it was at 8:00 AM—scabs from scraped knees are gone, Sarah's sketches vanish, equipment is back in storage
- Emotional Impact: The counselors just spent a full day bonding with these kids, and now the kids don't remember them
Questions Players Will Ask:
"Do we remember?": Yes, counselors remember everything.
"Do the scouts remember?": Not clearly—they might have feelings of deja vu, but no concrete memories.
"What time is it?": 8:00 AM, July 16th, 1967—again.
"Can we leave camp?": You can try—this should be tested in Loop 2 (spoiler: temporal barrier prevents exit).
"What happens if we do something different?": The day proceeds based on your choices, but it always ends at 11:47 PM with a reset.
Pacing Notes:
- End Loop 1 on the reset cliffhanger
- Don't explain everything—let mystery build
- Give players a moment to process
- Transition directly into Loop 2
Transition:
You stand there, watching the bus, watching Morrison, watching your scouts climb down the steps like it's the first time.
But you remember. You remember Doc's questions about stars. Lisa's organization. Tommy's jokes. Sarah's sketches. Billy's fear turning to trust.
They don't remember you.
The loop has begun.
Loop 2: Recognition and Testing
Loop Number: 2
Date: Saturday, July 16th, 1967 (again)
Time: 8:00 AM - 11:47 PM
Scout Memory: Strong (9-10 MP), deja vu and fragments
Objective: Counselors experiment, try to prevent reset, discover they're trapped
Scene 1: The Second First Day (8:00 AM - 10:00 AM)
Location: Camp entrance → Flagpole → Activity stations
Duration: 20-30 minutes
NPCs Present: Morrison, scouts, staff
Mood: Counselors are alert and urgent, scouts are confused by deja vu
Opening Boxed Text:
"Counselors! Good to see you. Let's get these Braves settled in."
Morrison's words are identical to yesterday. His smile, his wave, his clipboard—all exactly the same. He doesn't remember. None of them remember.
Except...
Doc Henderson climbs off the bus and freezes, staring at you. "Have we... have we met before?" he asks.
Lisa Chen organizes the luggage with eerie efficiency, like she's done it before.
Tommy Reeves tells the exact same joke he told yesterday, then stops mid-sentence, confused.
Sarah Kim pulls out her sketch pad and starts drawing the camp—the camp she's never seen before.
Billy Holloway looks terrified, but he can't say why.
They remember something. Not everything. But something.
GM Guidance:
Setup:
- Counselors likely act differently this loop—let them
- Scouts show strong deja vu but can't articulate why
- This scene establishes: counselors remember fully, scouts remember partially, world resets perfectly
- Counselors will want to test the loop—encourage it
Key Information to Establish:
- Perfect Reset: Everything is exactly as it was—same weather, same time, same events
- Scout Fragments (9-10 MP):
- Doc: "I had the strangest dream about stars last night... but we just got here?"
- Lisa: Already knows where things are, confused why she knows
- Tommy: Tells jokes he "just thought of" (same ones from Loop 1)
- Sarah: Draws scenes from yesterday, doesn't know why
- Billy: Feels safe around counselors immediately, can't explain it
- Morrison's Loop: He doesn't remember, acts exactly the same, will give same speech
- Deterministic Events: Without intervention, events unfold identically (bus arrives 8:00, flag 9:00, etc.)
NPC Behavior:
- Morrison: Identical to Loop 1 unless counselors interrupt the script
- Scouts: Confused by their own deja vu, look to counselors for explanation
- Other Counselors: Don't remember the loop (only player counselors do—or GM decides if NPCs also remember)
- Type: Social / Persuasion
- Check: CHARM (difficulty 9)
- Success: Scouts believe counselors; frightened but willing to help investigate; trust deepens despite impossible situation
- Partial: Scouts are skeptical but willing to humor counselors; half-convinced by their own deja vu
- Failure: Scouts think counselors are pranking them or having breakdowns; lose trust; some get upset
- Type: Mental / Willpower
- Check: GRIT (difficulty 9)
- Success: PC stays focused and rational; can comfort scouts and make plans; sets tone of determined investigation
- Partial: PC is visibly shaken but functional; scouts pick up on fear but counselor manages
- Failure: PC shows panic or despair; scouts become more frightened; harder to maintain order (-1 to next CHARM check)
- Type: Investigation / Physical
- Check: BRAINS or FLIGHT (difficulty 9)
- Success: PC finds barrier at exactly 1.8 miles from camp center; maps its extent; observes temporal distortions; notes shimmer shows glimpses of other loops
- Partial: PC confirms barrier exists and is impassable but doesn't learn detailed properties
- Failure: PC gets disoriented or frightened by barrier; doesn't gather useful data; may suffer headache or nausea
Decision Points:
-
How do counselors react to scouts' deja vu?
- Dismiss it → Scouts confused but move on
- Acknowledge it → Scouts trust counselors, bond faster, but get scared
- Investigate it → Ask what scouts remember, learn about memory fragments
-
Do counselors tell Morrison about the loop?
- Yes → He thinks they're joking or crazy, dismisses it
- No → They investigate on their own
- Test him → Ask about his watch or the reset (he has no memory)
-
Do counselors follow the script or deviate?
- Follow → See if exact replication changes anything (it doesn't)
- Deviate → Try to trigger different outcome
- Split up → Some follow, some investigate
Testing the Loop - Common Player Actions:
"We skip orientation and explore the woods":
- Allowed—they can find the old warning signs, disturbed ground near mess hall
- Morrison protests but can't physically stop them
- Scouts are excited by the adventure
"We tell the scouts about the time loop":
- Scouts react with disbelief, fear, or fascination depending on personality
- Doc believes immediately (scientific mind)
- Lisa wants proof (organization)
- Tommy thinks it's a prank (humor defense)
- Sarah starts sketching memories to "save them"
- Billy panics (needs reassurance)
"We try to leave camp":
- Critical test—this reveals the barrier
- 1-2 miles from camp center, there's an invisible barrier
- Feels like walking through thick gel, then impossible to push further
- Scouts feel it too, become frightened
- Temporal distortion visible: air shimmers, shows reflections of past/future
"We search for a way to stop the reset":
- Encourage this—it's the core mystery
- Leads to Scene 2 investigation opportunities
Pacing Notes:
- Let players experiment freely
- Answer "what happens if..." questions with outcomes
- Don't roadblock creative solutions, but establish loop rules
- Move to Scene 2 when counselors shift from "testing" to "investigating cause"
Transition:
You've confirmed it: you're trapped in a loop. The scouts remember pieces—fragments of yesterday that slip through their fingers like water. The world resets perfectly at 11:47 PM.
But why? And how do you stop it?
The morning is already half gone. You have 13 hours until reset.
Scene 2: Investigation and Discovery (10:00 AM - 2:00 PM)
Location: Camp grounds, woods, mess hall area, Morrison's office
Duration: 30-40 minutes
NPCs Present: Varies by location
Mood: Urgent, investigative, uncovering mystery
Opening Boxed Text:
The camp continues around you—scouts at archery, the smell of lunch cooking, the sun climbing toward noon. Everything normal. Everything wrong.
You need answers. Somewhere in this camp, there's a reason for the loop. A cause. A mechanism. A way out.
Where do you start?
GM Guidance:
Setup:
- This is an investigation scene—counselors choose where to search
- Present multiple investigation paths simultaneously
- Scouts can help or be assigned to normal activities
- Time pressure: they have until 11:47 PM
- Each location reveals clues about Project Hourglass
Investigation Locations:
A) The Woods - Old Warning Signs:
- Finding Them: Any thorough search, orienteering activity, or following hunches
- What They Find:
- Faded metal signs reading "U.S. ARMY - RESTRICTED AREA - AUTHORIZED PERSONNEL ONLY"
- Date stamps: 1952
- Buried under 15 years of leaves and soil
- Signs point toward mess hall area
- Scout Reactions: Doc finds it fascinating, Lisa takes notes, Tommy jokes about "secret army base," Sarah sketches them
- Next Steps: Leads to searching near mess hall
B) Morrison's Office - The Journal:
- Getting In: Morrison's office is in the main building, door usually unlocked during activities
- What They Find:
- Personal journal on desk, recent entries
- Morrison's handwriting, increasingly frantic
- Excerpts:
- "July 10: The watch thing happened again. Lost 3 hours, but everyone says it was normal time."
- "July 12: Dreamed I ran this same week last year. And the year before. How many times?"
- "July 15: Something is wrong with this place. Time doesn't work right. I should cancel camp. But I know I won't. I never do."
- Older entries mention campers "disappearing" in the 1960s, never explained
- Scout Reactions: If scouts see this, they get scared; Doc wants to investigate more, Billy wants to leave
- Next Steps: Confirms time anomalies aren't new
C) The Mess Hall - Ground Vibrations:
- Finding It: Putting ear to ground, noticing sounds, investigating basement
- What They Find:
- Constant low-frequency humming from beneath mess hall
- Floor vibrates slightly if you stand still
- Kitchen staff mention "the generator in the basement acts up sometimes"
- There is no generator—the camp runs on diesel power from a shed
- Basement Access:
- Locked door in kitchen marked "STORAGE"
- Morrison has key, or door can be forced/picked
- Stairs lead down 20 feet to... concrete wall
- Wall is reinforced, thick, industrial—newer than the building
- Humming is loudest here
- Faint glow visible through cracks in concrete
- Scout Reactions: Doc theorizes about underground structures, Sarah draws the humming as waves
- Next Steps: Clear evidence something is buried beneath
D) The Lake - Temporal Reflection:
- Finding It: Swimming, fishing, or staring at water during investigation
- What They Find:
- Water surface sometimes shows wrong time of day
- Reflection shows sunset when it's noon
- Ripples move backward
- Fish swim in stuttering patterns (temporal lag)
- If counselor dives deep, they see: darkness, then flashes of other times (campers from other years, construction from 1952, reset moment in blue light)
- Scout Reactions: Scouts are unnerved, refuse to swim; Doc wants to study it, Sarah sketches the "wrong reflections"
- Next Steps: Confirms temporal distortion centered on camp
E) Talking to Scouts - Memory Fragments:
- Approach: Sit down with featured scouts, ask what they remember
- What They Reveal:
- Doc: "I remember you teaching me about stars... but that hasn't happened yet?"
- Lisa: "I organized the cabin awards... in a dream? Or was it real?"
- Tommy: "I feel like I've told these jokes before. A hundred times."
- Sarah: Pulls out sketches from yesterday—they shouldn't exist, but they do, fading like photographs in sunlight
- Billy: "I'm scared, but I don't know why. I feel safe with you, but we just met. I don't understand."
- Memory Clarity: Still 9-10 MP, memories are strong but feel like dreams
- Scout Theories: Doc suggests "time loop like in science fiction," Lisa proposes "government experiment," Tommy jokes "aliens"
- Next Steps: Scouts ask counselors to stop it
- Type: Investigation
- Check: BRAINS (difficulty 8), can be Group Check
- Success: PC discovers multiple key clues: army signs from 1952, Morrison's journal, basement access, and temporal anomalies; pieces together that something military is buried beneath camp
- Partial: PC finds 1-2 clues but misses connections; learns something is wrong but not full picture
- Failure: Investigation is disorganized; finds surface-level oddities but no meaningful evidence; wastes precious time
- Type: Stealth / Infiltration
- Check: FLIGHT (difficulty 8)
- Success: PC sneaks in and out cleanly; reads entire journal; Morrison never knows; no consequences
- Partial: PC gets information but is rushed or nearly caught; Morrison notices someone was in his office later
- Failure: Caught red-handed; Morrison is angry and suspicious; harder to gain his cooperation later
- Type: Deduction / Analysis
- Check: BRAINS (difficulty 9)
- Success: PC connects all clues: military experiment from 1952, temporal technology buried beneath mess hall, loop resets at 11:47 PM, barrier prevents escape; understands they need to access bunker to stop it
- Partial: PC knows loop is technological and beneath camp but doesn't understand how to stop it yet
- Failure: Overwhelmed by information; can't see the pattern; relies on guesswork
- Counselors begin investigation across multiple camp locations seeking answers about loop
- Discovery of old U.S. Army "RESTRICTED AREA" signs from 1952 in woods pointing toward mess hall
- Morrison's office journal reveals his awareness of time anomalies, missing campers, and recurring weeks
- Mess hall basement investigation finds locked door, concrete wall, humming from underground, faint glow through cracks
- Lake shows temporal reflections (wrong time of day, backward ripples, stuttering fish, flashes of other times when diving deep)
- Featured scouts reveal memory fragments and theories - Sarah's sketches from "yesterday" that shouldn't exist but do
- Clue 1: 1952 Army Restricted Signs - Faded metal signs buried under 15 years of leaves reading "U.S. ARMY - RESTRICTED AREA - AUTHORIZED PERSONNEL ONLY", date stamped 1952, pointing toward mess hall area
- Clue 2: Morrison's Journal Entries - Personal journal shows increasing awareness: "Lost 3 hours," "Dreamed I ran this same week last year and the year before," "Something is wrong with this place. Time doesn't work right," mentions campers "disappearing" in 1960s never explained
- Clue 3: Basement Concrete Wall - Locked door marked "STORAGE" leads to stairs descending 20 feet to reinforced concrete wall (industrial, newer than building), humming loudest here, faint blue glow visible through cracks, kitchen staff mention nonexistent "generator in basement"
- Clue 4: Temporal Barrier Evidence - Lake water shows temporal distortions: reflection shows wrong time of day (sunset at noon), ripples move backward, fish swim in stuttering patterns, diving deep reveals flashes of other times (1952 construction, other years' campers, reset moment in blue light)
- Clue 5: Sarah's Persistent Sketches - She has drawings from Loop 1 "yesterday" that shouldn't exist but do, fading like photographs in sunlight, suggesting her art can survive resets as temporal anchor
- Clue 6: Scout Memory Degradation Pattern - Featured scouts at 9-10 MP experience memories as strong but dreamlike: Doc remembers star lesson that "hasn't happened yet," Billy feels safe with counselors despite "just meeting," by afternoon memories feel more dreamlike
- Clue 7: Underground Structure Location - All evidence (signs, humming, concrete wall, vibrations) points to military installation buried specifically beneath mess hall
- Clue 8: Loop Pattern Understanding - Technological loop from 1952 military experiment resets at 11:47 PM, temporal barrier prevents escape, must access bunker beneath mess hall to stop it
Camp Moonshade Investigation Locations - Multiple zones revealing loop origins
- Zones: Woods (buried 1952 Army signs), Morrison's Office (journal evidence), Mess Hall Kitchen (basement access door), Basement Stairs (concrete wall with humming), Lake (temporal reflections), Scout gathering areas (memory fragment discussions)
- Features: Faded metal restricted area signs under leaves, Morrison's frantic handwritten journal on desk, locked STORAGE door in kitchen, stairs descending 20 feet to reinforced concrete wall, lake surface showing wrong times and backward ripples, Sarah's impossible sketches from yesterday
- Temporal Anomalies: Ground vibrations from beneath mess hall, constant low-frequency humming (loudest at basement wall), faint blue glow through wall cracks, lake reflections showing sunset at noon, fish moving in stuttering temporal lag, deep water flashes of other times, scouts' memories feeling increasingly dreamlike
- Atmosphere: Urgent investigative mood while camp continues normally around them, sense of uncovering buried secrets, mounting evidence of military conspiracy, time pressure knowing reset approaches at 11:47 PM, scouts becoming scared but also empowered if involved in investigation
- Morrison's Office Details: Personal journal with increasingly frantic entries, mentions of lost time and disappearing campers, his suspicion but not understanding of anomalies, unlocked door during activities makes access possible
- Basement Discovery: Kitchen staff casually mention nonexistent generator, locked storage door accessible with Morrison's key or lockpicking/forcing, stairs lead to industrial concrete wall (20 feet thick, reinforced with rebar), humming vibrates bones when standing near it, blue light pulses faintly through hairline cracks
Decision Points:
-
How much time to spend investigating vs. comforting scouts?
- Investigate → Learn more, but scouts feel neglected/scared
- Comfort → Scouts feel safe, less information gathered
- Balance → Involve scouts in investigation (makes them feel empowered)
-
Do counselors confront Morrison with evidence?
- Yes → He breaks down, admits he's suspected for years, shows journal
- No → Continue secret investigation
- Accuse him → He gets defensive, but reveals information under pressure
-
Do counselors try to access the basement?
- Force it → Succeed but damage camp property, Morrison angry
- Ask Morrison → He says it's "just old foundation," refuses key
- Wait → Plan to access it during Loop 3 or later
Key Information Players Should Learn This Scene:
- Something is buried beneath the camp (specifically under the mess hall)
- It's related to 1952 U.S. Army activity
- Morrison suspects time anomalies but doesn't understand them
- Temporal distortions are increasing (lake reflections, vibrations)
- Scouts' memories are fading slightly (they notice their memories feel more dreamlike by afternoon)
Pacing Notes:
- Let players choose investigation path
- Reveal clues in layers—each discovery leads to next question
- Build tension: time is passing, reset is coming
- Transition to Scene 3 when counselors have enough info and want to test a solution
Transition:
It's 2:00 PM. The sun is hot. The scouts are at free swim, splashing in the lake that shows impossible reflections. You've found pieces of the puzzle: old army signs, Morrison's journal, the humming beneath the mess hall.
Something is down there. Something that's trapping you in this day.
You have 9 hours and 47 minutes until reset.
What do you do?
Scene 3: First Attempt to Break the Loop (2:00 PM - 6:00 PM)
Location: Various—depends on counselors' plan
Duration: 30-40 minutes
NPCs Present: Scouts, Morrison (if involved), staff
Mood: Desperate hope, creative problem-solving, building toward failure
Opening Boxed Text:
You have a plan. Maybe it's to access the basement. Maybe it's to leave camp before 11:47. Maybe it's to create a paradox the loop can't handle. Maybe it's something else entirely.
Your scouts watch you with wide eyes. Doc is taking notes. Lisa is organizing supplies. Tommy is cracking nervous jokes. Sarah is sketching your plan like a blueprint. Billy is holding someone's hand for courage.
They believe in you. They believe you can break the loop.
Can you?
GM Guidance:
Setup:
- This scene is player-driven—they choose the approach
- Let them try creative solutions
- Most attempts fail (it's Loop 2, mystery isn't fully solved), but reward creativity with information
- Failure should feel meaningful, not arbitrary
- The goal: show the loop is breakable but requires understanding its mechanics
Common Player Approaches:
Approach 1: "We try to leave camp before 11:47 PM":
The Attempt:
- Pack up scouts, vehicles, supplies
- Drive/hike toward the barrier (discovered earlier)
- Barrier is 1-2 miles out, invisible but solid
What Happens:
- Vehicles stall as they approach barrier
- Hikers feel increasing pressure, like walking into a wall of gelatin
- At barrier edge: air shimmers with blue light, time distortions visible
- Scouts see their own reflections aged—Doc as an old man, Sarah as a teenager, Tommy as a child (different temporal states)
- Pushing through barrier causes temporal displacement: counselor's watch ages 10 years in seconds, rust forms on metal, food spoils
- Barrier is impassable
Information Gained:
- Loop has a physical boundary
- Boundary is temporal, not just spatial
- Something at camp's center is generating the field
Scout Reactions (9 MP):
- Doc: Fascinated, theorizes about "temporal containment field"
- Lisa: Frustrated, wants data on barrier properties
- Tommy: Scared, jokes fall flat
- Sarah: Draws the barrier, shows it as concentric circles centered on mess hall
- Billy: Panics, needs reassurance they're not trapped forever
Approach 2: "We access the basement and investigate the source":
The Attempt:
- Break down the basement door OR convince Morrison to open it
- Descend stairs, find the concrete wall
- Tools bounce off—it's reinforced, thick, professional construction
What Happens:
- Humming is deafening here
- Blue light pulses from cracks in concrete
- If counselors touch the wall: temporal shock (see flashes of 1952 construction, scientists in hazmat suits, a young girl screaming, the word "HOURGLASS")
- Morrison (if present) has a breakdown: "I knew. God help me, I knew something was down there. But what could I do? Cancel camp? Tell people? They'd think I was crazy."
- Wall cannot be breached with available tools (sledgehammers barely chip it)
Information Gained:
- Project Hourglass (name seen in visions)
- Built 1952, sealed beneath the camp
- Still active, still running
- Morrison knows more than he's admitted
Scout Reactions:
- Doc: Determined to understand, asks Morrison for more information
- Lisa: Demands Morrison tell truth, loses trust if he hid information
- Tommy: Angry, feels betrayed
- Sarah: Sketches the visions from the wall
- Billy: Terrified, refuses to go near basement again
Approach 3: "We create a paradox to break the loop":
The Attempt:
- Counselors reason: if they create an impossible situation, loop must break
- Examples: Destroy something that exists at loop start, prevent scouts from arriving, kill Morrison (dark), create proof of future loops that can't be explained
What Happens:
- Minor paradoxes: Loop adjusts (destroyed object reappears at reset, prevented event happens anyway)
- Major paradoxes: Temporal distortion spike—
- Air crystallizes
- People flicker between ages
- Scouts scream as they feel themselves existing in multiple times
- Reality stutters
- Loop emergency-resets early (11:30 PM instead of 11:47)
Information Gained:
- Loop has self-correction mechanisms
- Paradoxes don't break it—they trigger emergency reset
- Loop is designed to contain and adjust, very robust
Scout Reactions:
- All scouts are traumatized by distortion event
- Memories begin degrading faster (8-9 MP now)
- Doc: "It's defending itself. Like an immune system."
- Lisa: "We need to understand the rules before we break them."
Approach 4: "We document everything and try to remember more":
The Attempt:
- Counselors and scouts create written records, videos (if available), physical proof
- Hide evidence where they'll find it next loop
- Carve messages into trees, bury time capsules, etc.
What Happens:
- Physical objects reset at 11:47 (carvings disappear, videos erase)
- BUT: Memories remain for counselors
- Scouts' memories degrade but emotional impressions remain
- Exception: Sarah's sketches sometimes persist partially—faded but visible (temporal anomaly related to her connection to the loop)
Information Gained:
- Only memory persists through resets
- Scouts lose memories faster than counselors
- Some scouts (Sarah) may have special connection to temporal anomaly
Scout Reactions:
- Scouts are desperate to remember
- Sarah realizes her art sometimes survives, doesn't know why
- Doc theorizes counselors are "observers" who exist outside loop's memory wipe
- Lisa creates mnemonic devices, memory triggers
Approach 5: "We wait and observe, gather data":
The Attempt:
- Methodical documentation of loop mechanics
- Timing events, noting anomalies, mapping distortions
- Scientific approach
What Happens:
- Counselors learn:
- Distortions increase as day progresses (mild at 8 AM, severe by 11 PM)
- Certain locations distort more: mess hall, lake, deep woods
- Scouts' memory clarity fades through the day (sharp at morning, hazy by evening)
- Loop is exactly 15 hours 47 minutes (8:00 AM to 11:47 PM)
- The number 47 appears repeatedly (Morrison checks watch at :47, events happen at :47 past the hour)
Information Gained:
- Loop has patterns and rules
- Understanding mechanics may reveal solution
- More data needed from multiple loops
Scout Reactions:
- Doc loves this approach, assists
- Lisa organizes data collection
- Tommy gets bored but helps
- Sarah draws temporal maps
- Billy feels helpless, wants action
- Type: Physical / Technical
- Check: BRAINS or FIGHT (difficulty 11) - very difficult
- Success: PC finds structural weakness or uses clever approach to crack wall; glimpses equipment beyond; learns partial shutdown procedure before reset
- Partial: PC damages wall enough to confirm bunker exists but can't breach it fully; gains critical information about Project Hourglass
- Failure: Wall holds; equipment breaks; time wasted; no new information beyond what's already known
- Type: Investigation / Analysis
- Check: BRAINS (difficulty 9), can be Group Check with scouts
- Success: Comprehensive data on loop patterns: 15 hours 47 minutes, barrier at 1.8 miles, distortion increases over time, number 47 significance, temporal hotspots mapped
- Partial: Basic understanding of loop rules but missing key patterns
- Failure: Disorganized notes; patterns unclear; data is incomplete or contradictory
- Type: Social / Leadership
- Check: CHARM (difficulty 9)
- Success: Scouts stay calm and hopeful; continue helping; trust counselors to find solution; Billy stops crying, Tommy makes nervous joke
- Partial: Scouts are scared but functional; some withdraw emotionally; cooperation continues but strained
- Failure: Scouts panic or despair; Billy has breakdown; Lisa questions counselor leadership; team cohesion fractures; harder to coordinate in future loops
Decision Points:
-
Do counselors involve all scouts or protect some?
- Involve all → Faster progress, but all scouts exposed to trauma
- Protect younger/scared scouts → Slower, but some scouts spared
- Let scouts choose → Some step up, some opt out
-
How far are counselors willing to go?
- Ethical limits → Won't risk scouts, won't destroy property
- Desperate measures → Willing to break rules, endanger themselves
- No limits → Dangerous choices (GM warns of consequences)
-
Do counselors rest or push through evening?
- Rest → Scouts less traumatized, counselors miss investigation time
- Push → Maximum information, but scouts exhausted and scared
Pacing Notes:
- Let players try their plan fully
- Failure should feel earned, not arbitrary
- Provide new information even in failure
- Build tension toward the second reset
- Transition to Scene 4 as evening approaches
Transition:
The sun is setting. Your plan didn't work. The loop is still active. You're still trapped.
But you know more now. You understand the shape of the cage, even if you haven't found the key.
Your scouts are exhausted—physically, emotionally, mentally. Doc's notes are pages long. Lisa has created a timeline. Tommy's jokes have stopped. Sarah has drawn the whole camp from above, marking distortion points. Billy is crying quietly, trying to hide it.
It's 6:00 PM. Five hours and forty-seven minutes until reset.
What do you tell them?
Scene 4: The Second Reset and Memory Degradation (6:00 PM - 11:47 PM)
Location: Mess hall → Campfire → Cabins → The reset
Duration: 20-30 minutes
NPCs Present: All scouts and staff
Mood: Exhaustion, fear, grim determination, heartbreak at memory loss
Opening Boxed Text:
Dinner is quiet. The scouts pick at their food. They know something is wrong—even if they can't fully remember what. The deja vu is stronger now. The fear is real.
Across the mess hall, Morrison sits alone, staring at his watch. If you talked to him today, he's broken. If you didn't, he's silently waiting for 11:47, like he does every loop, aware something is coming but unable to stop it.
Through the windows, the sun sets in the same brilliant oranges and reds. Beautiful. Terrible. Inevitable.
Your scouts look to you for answers.
GM Guidance:
Setup:
- This is an emotional scene, not investigative
- Focus on counselor-scout relationships
- Scouts are scared and need reassurance (even if it's false hope)
- This scene establishes the cost of the loop: watching these kids suffer and forget
- Build to the reset with dread, not surprise
Key Roleplay Moments:
Dinner (6:00 PM - 7:00 PM):
- Scouts ask questions: "What's happening to us?" "Are we going to be okay?" "Will we remember tomorrow?"
- Counselors must decide: tell the truth or lie to comfort them
- Featured scouts' reactions:
- Doc: Wants truth, can handle it, starts theorizing about memory preservation
- Lisa: Demands honesty, gets angry if lied to, creates contingency plans
- Tommy: Jokes to hide fear, breaks down if pushed
- Sarah: Quietly sketches everyone, says "I want to remember your faces"
- Billy: Clings to counselors, terrified of forgetting them
Campfire (8:00 PM - 10:00 PM):
- Morrison (if he's broken) cancels campfire, or it proceeds with heavy atmosphere
- Scouts sit close to counselors, seeking comfort
- Songs feel hollow, ghost stories feel too real
- Possible moments:
- Doc asks counselors to teach him something "in case I forget, maybe it'll stay"
- Lisa makes everyone promise to stay together tomorrow
- Tommy tells one last joke: "Why did the Junior Brave cross the road? To get to yesterday!" (gallows humor)
- Sarah gives each scout a sketch of themselves, "so you remember who you are"
- Billy asks, "Will you still be my friend tomorrow, even if I don't remember you?"
- Type: Social / Emotional
- Check: CHARM (difficulty 10)
- Success: Scouts feel comforted despite horror; go to bed calm; Billy's question answered with love; final moments are meaningful; counselor finds strength to lie convincingly or truth compassionately
- Partial: Scouts are partially reassured but still frightened; some emotional closure achieved
- Failure: Counselor's own fear shows through; scouts panic or cry themselves to sleep; Billy feels abandoned; counselor carries guilt into Loop 3
- Type: Investigation
- Check: BRAINS (difficulty 10)
- Success: PC notices reset originates beneath mess hall; sees light radiate outward in waves; observes scouts "fading" in temporal field; understands memory degradation is physical/temporal effect; learns bunker is definitely the source
- Partial: PC sees reset happens from below but misses details about mechanism
- Failure: Reset is too overwhelming to observe scientifically; PC dissociates or panics
- Type: Mental / Willpower
- Check: GRIT (difficulty 10)
- Success: PC processes trauma of watching scouts forget; maintains determination; enters Loop 3 focused and ready
- Partial: PC is shaken but functional; carries emotional weight but continues
- Failure: PC begins to despair; questions if escape is possible; -1 to first social check in Loop 3; emotional exhaustion sets in
Emotional Beats:
- Let counselors have moments with individual scouts
- These are the last moments scouts will fully remember Loop 2
- After reset, these conversations will be gone for scouts but permanent for counselors
- This is the horror: building relationships that only one side will remember
The Final Hour (10:00 PM - 11:47 PM):
10:00 PM - Lights Out:
The scouts go to their cabins reluctantly. Some ask to stay up. Some cry. Some are silent.
Billy whispers: "I'll remember you tomorrow. I promise I'll remember."
You know he won't.
11:00 PM - Counselors' Watch:
- Counselors are left alone or together
- Time to process, plan, grieve
- Morrison (if aware) might approach: "How many times have you done this? How many times have I?"
- Temporal distortions increase:
- Stars blur across sky
- Shadows flicker between multiple positions
- Scouts cry out in sleep, temporal echoes of their fear persisting
- Humming from underground reaches audible levels
11:30 PM - The Acceleration:
The last seventeen minutes stretch and compress. Time is elastic, uncertain. You check your watch: 11:33. 11:35. 11:42. The numbers skip.
From the cabins, a sound—not quite crying, not quite screaming. The scouts are dreaming. Or remembering. Or forgetting.
11:47 PM - The Second Reset:
Boxed Text:
11:47 PM.
You know what's coming now. The humming crescendo. The blue light. The inversion of shadows. The stretching, thinning sensation as reality unravels.
This time, you see more. The light doesn't come from the sky—it comes from below. From beneath the mess hall. It radiates outward in concentric waves, washing over the camp, pulling everything back to 8:00 AM.
You see the scouts—not in their cabins, but standing in the light, transparent, echoes of themselves. They're fading. Just a little. Just enough to notice.
Billy reaches for you, but his hand passes through yours like you're the ghost.
And then—
—it's morning.
The yellow school bus rumbles up the dirt road.
But this time, when Doc steps off and asks, "Have we met before?"—his eyes are less certain. The memory is slipping.
Loop 3 has begun.
And the scouts are already forgetting.
GM Guidance for Second Reset:
Key Differences from First Reset:
- Counselors now expect it—less shock, more dread
- Scouts' memory is noticeably worse (9 MP → 7-8 MP)
- Visual: Counselors see scouts "fading" in the blue light (metaphor for memory loss)
- Scouts' opening reactions are less clear—deja vu is weaker
Scout Memory Changes (Loop 3 Start):
- Doc: Still remembers fragments but less detail—"We've met... haven't we? I can't... I remember stars?"
- Lisa: Knows she's organized something but can't remember what—"I feel like I had a plan. What was it?"
- Tommy: Repeats jokes but doesn't know why—"This feels familiar. Not in a good way."
- Sarah: Her sketches fade faster now, sometimes only partial images remain
- Billy: Feels safe with counselors but doesn't know why, more confused than afraid
Information Gained:
- Loop resets from below (beneath mess hall = confirmed source)
- Light radiates outward (concentric field)
- Scouts are "fading" (losing substance, losing memory)
- Each reset costs them more
Pacing Notes:
- This reset should feel sadder than the first
- Emphasize the loss—relationships built, now partially erased
- Counselors carry all the memory, scouts lose it
- Transition directly into Loop 3 or pause for player processing
Transition:
Two loops down. You're learning. But the cost is becoming clear.
Every loop, the scouts remember less. Every reset, they fade a little more.
How many loops until there's nothing left of them?
How many loops until you're talking to empty shells wearing their faces?
Loop 3 begins now.
Loop 3: Cracks Appear
Loop Number: 3
Date: Saturday, July 16th, 1967 (again)
Time: 8:00 AM - 11:47 PM
Scout Memory: Degrading (6-8 MP), fragments and emotions only
Objective: Counselors gain crucial information, first temporal distortions manifest, first scout approaches "hollow" state
Scene 1: Fading Memories (8:00 AM - 11:00 AM)
Location: Camp entrance → Activities → Investigation
Duration: 20-25 minutes
NPCs Present: Scouts, Morrison, staff
Mood: Melancholy, urgency, growing horror at memory loss
Opening Boxed Text:
The bus arrives. The scouts step off. Morrison waves.
"Counselors! Good to see you."
But Doc doesn't ask if you've met. He just stares at you with distant confusion, like he's trying to remember a dream.
Lisa doesn't organize immediately. She stands there, lost, holding luggage she doesn't remember packing.
Tommy tells a joke, laughs, then goes quiet. "I've told that before, haven't I?" he whispers. "I can't remember. Why can't I remember?"
Sarah's hands move across her sketch pad automatically, drawing the camp before she's seen it, tears running down her face. "I'm forgetting something," she says. "Something important."
Billy looks at you and smiles—a small, uncertain smile. "You're safe," he says. "I don't know how I know, but you're safe."
They're slipping away.
GM Guidance:
Setup:
- Scouts have 6-8 MP now—memories are fragmented, emotional impressions remain
- This scene establishes the tragedy: counselors remember everything, scouts remember almost nothing
- Counselors likely skip normal activities and go straight to investigation (allow this)
- Introduce first visible temporal distortions
Scout Memory State (6-8 MP):
What Scouts Remember:
- Vague feelings: "I feel like I know you," "This place feels wrong," "I'm scared but I don't know why"
- Emotional impressions: Trust counselors without knowing why, fear the mess hall, avoid certain spots
- Fragments without context: Doc remembers the word "Hourglass" but not where he heard it, Sarah remembers blue light, Tommy remembers counting "Loop 3?"
What Scouts Have Forgotten:
- Specific conversations from Loops 1-2
- Details of investigation
- Why they're scared
- Counselors' names (have to be reminded)
- Their own actions from previous loops
Scout Behavior Changes:
- Doc: Still curious but frustrated he can't remember his own theories; "I figured something out yesterday... didn't I?"
- Lisa: Anxious without her organizational structure; keeps making lists then forgetting what they're for
- Tommy: Jokes less, withdrawn; "I feel like I'm losing myself."
- Sarah: Draws compulsively, trying to capture memories before they fade; sketches show previous loops but she doesn't know why she's drawing them
- Billy: Paradoxically calmer—he's forgotten most of the fear, just has baseline trust in counselors
First Temporal Distortions:
Loop 3 introduces visible reality glitches:
Visual Distortions:
- Scouts occasionally appear at two ages simultaneously (Doc flickers between 12 and 15)
- Shadows don't match sun position—camp has "temporal shadow" from different time
- Objects exist in two states (flag is both raised and lowered, mess hall door open and closed)
- Background scouts repeat actions in loops (walk same path 3 times in 10 minutes)
Auditory Distortions:
- Echoes of previous loops: counselors hear yesterday's conversations overlapping with today's
- Scouts' voices sound layered, like multiple versions speaking at once
- Humming from underground is audible to everyone now
- Clock chimes occur before or after the hour
Physical Distortions:
- Temperature fluctuates (cold spots where temporal field is strong)
- Counselors' watches run at different speeds
- Food spoils and unspoils (bread moldy then fresh again)
- Water flows uphill near mess hall
NPC Reactions to Distortions:
- Morrison: Visible distress, admits "it's getting worse, it always gets worse around mid-summer"
- Kitchen Staff: Notice but rationalize ("generator acting up," "altitude sickness")
- Scouts: Frightened, look to counselors for explanation
- Other Counselors (if NPCs): Some deny it, some panic, some join investigation
- Type: Mental / Emotional
- Check: GRIT (difficulty 11) - very difficult
- Success: PC accepts that scouts are forgetting; channels grief into determination; remains functional and focused on finding solution
- Partial: PC is deeply shaken but continues; carries visible emotional weight; -1 to next CHARM check with scouts
- Failure: PC breaks down; openly grieves in front of scouts; makes scouts more frightened; requires time to recover; loses investigation momentum
- Type: Social / Communication
- Check: CHARM (difficulty 11) - very difficult
- Success: PC explains time loop and memory loss in way scouts can understand and accept; maintains their trust despite horror; scouts agree to help despite fear
- Partial: Scouts understand but are traumatized; cooperation is reluctant; some scouts withdraw emotionally
- Failure: Explanation overwhelms scouts; some refuse to believe; others panic; Billy has emotional breakdown; team cohesion damaged
- Type: Investigation
- Check: BRAINS (difficulty 9)
- Success: PC catalogs all distortion types: visual, auditory, physical; maps intensity gradients; correlates with proximity to mess hall; gathers crucial data about field degradation
- Partial: PC notes distortions but doesn't see full pattern; basic documentation only
- Failure: Overwhelmed by phenomena; incomplete or unreliable data; distortions too disturbing to study objectively
Decision Points:
-
How do counselors explain distortions to scouts?
- Truth → Scouts are terrified but trust counselors
- Partial truth → "Something is wrong with camp, we're fixing it"
- Lie → "It's normal / you're imagining it" (scouts lose trust, fear increases)
-
Do counselors prioritize investigation or scout comfort?
- Investigation → Make progress but scouts feel abandoned
- Comfort → Scouts feel safe but lose investigation time
- Involve scouts → Scouts feel empowered, help with investigation
-
Do counselors confront Morrison now or investigate independently?
- Confront → Morrison breaks, reveals what he knows (see below)
- Independent → Find information themselves, Morrison remains in denial
- Collaborate → Morrison helps reluctantly
Morrison's Breakdown (if confronted):
If counselors push Morrison (show evidence, describe loops, demand answers):
Morrison's face goes pale. His hands shake. He sets down his clipboard and sits heavily on the mess hall steps.
"I knew," he whispers. "God help me, I knew something was wrong. Ten years I've run this camp. Ten years of... of feeling like I've done this before. Days that stretch too long. Kids who disappear from records. Time that doesn't add up."
He pulls out his journal, hands it over. The entries go back years.
"In '62, we lost a scout. Just... gone. Vanished mid-day. We searched for weeks. Nothing. The records said he was never here, but I remembered him. I remembered his name: Michael Reeves."
He looks at you with haunted eyes. "This camp was built on government land. Old army base, they said. Decommissioned in '52. But sometimes, late at night, I hear machinery running beneath the mess hall. Sometimes I feel like I'm living the same summer over and over, and only I notice."
"What's down there?" you ask.
"I don't know. I've tried to access the basement. The walls are too thick. The government owns the land lease—we're just tenants. I've written letters, made calls. No one responds. Or they threaten to shut us down if I 'spread rumors.'"
He looks at the scouts playing in the distance. "I should have stopped bringing kids here. I should have stopped years ago. But I... I can't. Every summer, I open the camp. Every summer, I know something bad will happen. And I do it anyway."
"Why?"
"Because I don't remember deciding. By the time I realize I should cancel camp, it's already July 16th, and the buses are arriving."
Information Gained from Morrison:
- Kids have disappeared before (1962: Michael Reeves—note the surname)
- Government owns the land, blocks investigation
- Morrison is partially aware of loops but can't break free
- He's trapped in a longer cycle—every summer, he opens camp despite knowing it's wrong
- The date July 16th is significant (mid-summer, peak distortion?)
Pacing Notes:
- This scene establishes new stakes: scouts are fading, distortions are worsening, time is running out
- Let counselors react to memory loss—it's heartbreaking
- Move to Scene 2 when counselors commit to a plan of action
Transition:
The morning is almost gone. The scouts are forgetting. The camp is breaking. Morrison is broken.
But you have new information: Michael Reeves, disappeared in 1962. Government cover-up. Machinery beneath the mess hall.
You have 12 hours and 47 minutes until the next reset.
The scouts are at 6-8 Memory Points. How many resets until they reach zero?
What's your next move?
Scene 2: Deeper Investigation and Temporal Hazards (11:00 AM - 3:00 PM)
Location: Varies—woods, basement, lake, camp records
Duration: 30-40 minutes
NPCs Present: Depends on location, featured scouts (if involved)
Mood: Tense, dangerous, racing against time and reality itself
Opening Boxed Text:
The camp is unraveling. Not dramatically—no apocalypse, no catastrophe. Just... unraveling. Like a sweater catching on a nail, pulling one thread at a time until the whole thing comes apart.
You see a scout walk past the flagpole. Then, five seconds later, the same scout walks past again. Same gait. Same expression. Temporal echo.
The humming from below is constant now. Some scouts complain of headaches. Others say they're hearing voices—their own voices, from tomorrow or yesterday, whispering things they don't remember saying.
The camp is breaking. Which means maybe—just maybe—you can break it further. Break it in the right way.
Where do you search?
GM Guidance:
Setup:
- Counselors have limited time and increasing urgency
- Multiple investigation paths available—let them split up if they want
- Introduce temporal hazards: investigating is now actively dangerous
- This scene should yield critical information (Project Hourglass name, temporal engine, shutdown possibilities)
Investigation Paths:
Path A: Accessing the Basement - The Sealed Bunker:
Getting There:
- Morrison gives key (if cooperating) OR counselors break down door
- Basement stairs lead to reinforced concrete wall
- Tools are insufficient—need explosives or heavy equipment (not available)
Alternative Access—The Crack:
- If counselors examine wall closely: there's a hairline crack from 15 years of stress
- Using tools + temporal distortion (wait for a surge), crack widens
- Dangerous: temporal radiation leaks through (see Temporal Hazards below)
- Through crack: can see blue light, hear machinery, feel intense vibration
What They See Through the Crack:
- Chamber beyond, 60+ feet deep
- Massive cylindrical structure—the temporal engine
- Glowing blue, rotating in impossible directions
- Walls covered in 1952-era control panels, military markings
- Words visible on machinery: "PROJECT HOURGLASS - U.S. ARMY TEMPORAL RESEARCH"
- A warning sign: "EMERGENCY CONTAINMENT ACTIVE - LOOP DURATION: 24 HOURS - LOOP COUNT: 4,783"
Critical Information:
- Name: Project Hourglass
- They're in Loop 4,783 (this isn't the first time loop cycle—the facility has been looping for YEARS during past summers, they just didn't remember)
- 24-hour loop (but camp only experiences 15:47 of it—8 AM to 11:47 PM)
- Emergency containment active = automatic, defensive system
Temporal Hazard Here:
- Anyone sticking hand through crack: temporal shock
- Watch ages 50 years
- Skin wrinkles then smooths
- Sees their own death in fast-forward
- Memory flash: scientists in 1952, a girl screaming, the word "Eleanor"
- Takes stress/mental damage
Scout Involvement:
- If Doc is here: immediately understands it's a temporal loop device, starts theorizing about how to shut it down
- If Sarah is here: draws the engine, her sketch persists after reset (anomaly: her art sometimes survives)
- If others: scared, want to leave, need counselor reassurance
Path B: Searching for Records - Michael Reeves:
Location: Morrison's office, camp files, old records
Finding Records:
- Morrison keeps files in a locked cabinet (key easily found or given)
- 1962 summer session records
- Photo of Michael Reeves: age 12, red hair, bright smile
- He looks exactly like Tommy Reeves (time loop connection? reincarnation? same family line?)
Michael's Disappearance Report:
- Official record: "Michael Reeves withdrew from camp on July 18, 1962, due to family emergency"
- Morrison's personal note (in margins): "No family emergency. He was here at breakfast, gone by lunch. Searched for days. Government told me to stop asking. Records were altered. I'm the only one who remembers."
Other Disappearances:
- 1959: Two scouts, names erased from records
- 1965: One counselor, officially "quit mid-summer"
- Pattern: All disappeared mid-July, usually around July 16th
- All disappearances coincide with Morrison's journal entries about time anomalies
Critical Information:
- Michael Reeves may have been caught in a previous loop cycle
- Tommy may be related (family connection)
- Disappearances = people trapped in loops until they became temporal echoes (hollow)
- Government actively covers up incidents
Scout Involvement:
- If Tommy sees Michael's photo: intense deja vu, "That's... that's me. Why does he look like me?"
- If Lisa is here: organizes all records, creates timeline, notices pattern
- If others: disturbed by disappearances, fear they'll disappear too
Path C: Investigating the Woods - Buried Facility Evidence:
Location: Deep woods, off-trail areas marked "RESTRICTED" in 1952
What's There:
- Old warning signs, more numerous deeper in woods
- Ventilation shafts (sealed) for underground facility
- Disturbed earth where facility was buried under topsoil
- If counselors dig: find concrete slabs just 3-4 feet down (facility roof)
- Graffiti on ventilation shaft: "Eleanor was here 1952" and "Help us, we're still down there"
Temporal Distortions in Woods:
- Strongest distortions away from camp center
- Trees flicker between seasons (summer, winter, fall simultaneously)
- Counselors see temporal echoes: soldiers from 1952 setting up fences, construction crews burying the facility, scientists in hazmat suits
- Hear voices from the past: "Seal it up, no one can know," "The girl is still inside," "Loop containment holding"
Critical Information:
- Facility extends beneath entire camp (huge underground complex)
- Eleanor (mentioned before) was trapped inside during sealing
- Facility was deliberately buried to hide it
- Loop containment has been "holding" for 15 years but is degrading
Temporal Hazard Here:
- Time dilation zones: Counselor walks into area, experiences 4 hours in 10 minutes (ages visibly, exhausted)
- Temporal echoes: Encounter ghostly figure of Eleanor (1952 girl, translucent, repeating "I can't get out" over and over)
- Reality tears: Sky cracks like glass, shows other times beneath (1952, present, far future)
Scout Involvement:
- If Sarah is here: sees Eleanor clearly, Eleanor tries to communicate through Sarah's art
- If Billy is here: terrified by echoes, needs protecting from temporal hazards
- If Doc is here: theorizes Eleanor is trapped in a sub-loop, her consciousness fragmented across time
Path D: Testing the Loop - Finding the Rules:
Approach: Scientific method—test hypotheses, document results
Tests Counselors Might Try:
-
"Does distance from center affect memory?"
- Result: YES—scouts farther from mess hall retain memories slightly better
- Implication: Temporal field is strongest at center (engine location)
-
"Can we remove scouts from the loop?"
- Result: NO—barrier prevents exit
- But: Counselors can attempt to "shield" scouts by keeping them at camp edge (minimal effect)
-
"What happens if we destroy camp infrastructure?"
- Result: Physical damage resets at 11:47 PM
- But: Destroying things near mess hall causes temporal distortion spikes (engine defends itself)
-
"Can we find the loop's weakpoint?"
- Result: YES—temporal field is weakest at 11:46 PM and 8:01 AM (transition moments)
- Implication: Best time to attempt shutdown is right before or after reset
-
"Why do counselors remember but scouts don't?"
- Result/Theory: Counselors are "observers" (older, more mental resilience, trained to remember/report), scouts are "subjects" (targets of containment)
- Doc's theory: "It's designed to make kids forget. We're collateral—it doesn't work as well on us."
Path E: Talking to Temporal Echoes - Eleanor:
If counselors encounter Eleanor (ghostly girl from 1952):
Who She Is:
- Dr. Helena Vance's daughter, age 12 in 1952
- Snuck into Project Hourglass during test
- Caught in the first temporal loop
- Consciousness fragmented across thousands of loop iterations
- Exists as temporal ghost, awareness flickering in and out
What She Can Tell Them (fragmented, broken sentences):
- "Father tried to save me... couldn't... shutdown codes... scattered..."
- "Emergency protocol... trap everyone... until forgotten... protect the secret..."
- "I've been here... fifteen years... a thousand years... a moment..."
- "You're Loop 4,783... they all forget... you'll forget too..."
- "Shutdown requires... codes... three pieces... camp... find father's notes..."
Critical Information:
- Dr. Vance (her father) was lead scientist
- Shutdown codes exist, split into three pieces
- Emergency protocol is to loop until all witnesses forget
- Eleanor has experienced thousands of loops, driven mad by it
How Eleanor Appears:
- Translucent, flickering, age shifts (child, teenager, old woman)
- Speaks in overlapping echoes of her own voice
- Appears in reflections, shadows, temporal distortions
- Can communicate through Sarah's drawings (if Sarah is present)
- Vanishes if distortions fade
Scout Reactions to Eleanor:
- Most scouts can't see her clearly (2-3 MP scouts see nothing)
- Doc sees her, recognizes temporal echo
- Sarah sees her perfectly, can communicate
- Tommy jokes to hide terror
- Billy runs away screaming
Temporal Hazards:
Loop 3 introduces active dangers from temporal distortions:
Temporal Shock:
- Exposure to raw temporal energy (through cracks, from Eleanor, in distortion zones)
- Effects: Rapid aging then de-aging, memory flashes from other times, physical exhaustion, mental stress
- Mechanical: Take stress, temporarily lose memories, age visibly (reverts after leaving area)
Time Dilation Zones:
- Areas where time moves at different speeds
- Counselor enters, experiences hours in minutes (or vice versa)
- Aging, exhaustion, disorientation
- Scouts caught in dilation can lose Memory Points faster
Reality Tears:
- Visible cracks in reality showing other times
- Looking through: see past (1952), present (now), possible futures
- Dangerous: Reaching through can trap you between times
- Falling through: Counselor temporarily becomes temporal echo
Temporal Echoes (Ghost Loops):
- Shadows of people from other loops
- Usually harmless but disturbing
- Can be communicated with if counselors try
- Some echoes are hostile (people who went mad in previous loops)
Paradox Damage:
- If counselors create impossible situations
- Reality "fights back" with distortion surge
- All nearby people age/de-age rapidly
- Scouts lose 1-2 MP instantly
- Can trigger early reset
Decision Points:
-
How much risk are counselors willing to take?
- High risk → Access engine directly, expose scouts to hazards, push boundaries
- Moderate risk → Investigate safely, protect scouts, controlled experiments
- Low risk → Minimal exposure, prioritize scout safety over information
-
Do counselors share all information with scouts?
- Full disclosure → Scouts know everything, can help, but terrified
- Partial disclosure → "We found the problem, working on solution"
- Minimal → "Don't worry, we'll handle it" (scouts lose trust)
-
Do counselors attempt shutdown now or gather more info?
- Attempt now → Likely fail (not enough info), but shows initiative
- Gather info → More loops, more memory loss, but better chance of success
- Split party → Some attempt, some investigate
Key Information Players Should Learn This Scene:
- Project Hourglass name and purpose (temporal research)
- Eleanor Vance (trapped girl, Dr. Vance's daughter)
- Shutdown codes exist in three pieces scattered around camp
- Loop count: 4,783 (this has happened before, many times)
- Michael Reeves and other disappearances (became temporal echoes)
- Emergency containment protocol is designed to loop until witnesses forget
Pacing Notes:
- This scene is information-dense—don't overwhelm, but reward investigation
- Let counselors choose depth of investigation vs. time spent
- Temporal hazards add stakes and danger
- Move to Scene 3 when counselors have enough info and time is running short
Transition:
It's 3:00 PM. You've learned more in four hours than the previous two loops combined. Project Hourglass. Eleanor Vance. Shutdown codes. Loop 4,783.
But the cost is mounting. The scouts are at 6-8 Memory Points and fading. Doc is holding onto his theories by sheer will. Lisa is forgetting her own organization systems. Tommy doesn't remember why he's scared. Sarah's sketches are fading as fast as she draws them. Billy has forgotten your names twice.
You have 8 hours and 47 minutes until reset.
And the camp is tearing apart. Shadows flicker. Time skips. The air tastes like metal and electricity.
What do you do?
Due to length, I'll continue with Scene 3 and Scene 4 of Loop 3, then Loops 4 and 5 in the next section. This creates a natural breaking point.
Scene 3: First Hollow Child (3:00 PM - 7:00 PM)
Location: Throughout camp, focusing on scouts
Duration: 25-35 minutes
NPCs Present: All scouts, Morrison, staff
Mood: Mounting dread, protective urgency, horror at witnessing point of no return
Opening Boxed Text:
The afternoon activity is archery. The scouts line up at the range, nocking arrows, pulling bowstrings. Normal. So desperately normal.
Except Billy.
Billy stands at his target, bow in hand, staring blankly ahead. An instructor calls his name. No response. You walk over, put a hand on his shoulder.
He turns to you with empty eyes. Not frightened. Not sad. Just... empty.
"Hello," he says politely, like you're a stranger. "I'm Billy. What's your name?"
You've spent three loops protecting him, comforting him, building trust. He held your hand yesterday—or was it three yesterdays ago? Time is meaningless now.
He doesn't remember you. He doesn't remember anything.
Billy Holloway has reached 0 Memory Points.
The first hollow child.
GM Guidance:
Setup:
- This scene is the emotional gut-punch of Loop 3
- One scout (default: Billy, but could be another if counselors neglected them) reaches 0 MP
- "Hollow" state: alive, functional, but no personality, no memory, no self
- This scene shows counselors the stakes: this is what happens if they fail
The Hollow State:
What Billy Is Now:
- Physically present, breathing, moving
- Responds to direct instructions: "Sit here," "Eat this," "Follow me"
- No initiative, no personality, no fear or joy
- Doesn't recognize anyone, doesn't remember his own history
- Goes through motions of camp activities but with no engagement
- Looks through people, not at them
- When asked about himself: "I don't know. I don't remember."
What Billy Has Lost:
- All memories of loops 1-3
- His personality (nervous but brave, seeking comfort, trying to fit in)
- Relationships with counselors and other scouts
- Sense of self ("Who am I?" "I don't know.")
- Emotional responses (doesn't cry, doesn't laugh, doesn't fear)
- The spark that made him Billy
What Billy Retains:
- Basic motor skills (can walk, eat, dress himself)
- Language (can speak, understand commands)
- Basic instincts (hunger, thirst, pain response)
- No resistance to reset (he'll reset to 8 AM like always, still at 0 MP)
Is He Gone Forever?:
- Unknown at this point
- Doc theorizes: "Maybe if we break the loop, memories return?"
- Lisa: "Or maybe he's gone and this is just... what's left."
- Tommy: Silent, terrified he's next
- Sarah: Draws Billy with blank eyes, tears streaming
Other Scouts' Reactions:
Doc Henderson (7-8 MP):
- Immediately diagnoses the problem: "Temporal amnesia, complete memory loss, personality degradation"
- Tries to revive Billy's memories: "Remember the bus? Remember breakfast? Remember me?"
- No response from Billy
- Doc becomes obsessed with preventing this happening to others
Lisa Chen (6-7 MP):
- Takes charge of Billy, keeps him safe
- Creates schedule to keep him functioning
- Desperate to organize a solution: "We have to stop this. Now. What's the plan?"
- Angry at counselors if they don't have clear next steps
Tommy Reeves (7-8 MP):
- Jokes stop completely
- "That's gonna happen to me, isn't it? I'm gonna forget everything. I won't know who I am."
- Clings to Doc and Lisa, trying to hold onto connections
- Asks counselors: "Promise you'll remember me. Even if I don't remember you."
Sarah Kim (6-7 MP):
- Draws Billy obsessively, trying to capture who he was
- "If I draw him, maybe he'll come back. Maybe the loop will remember him."
- Her sketches of Billy show his personality from Loop 1—the scared boy becoming brave
- Becomes convinced her art can preserve memories (partially true—her sketches sometimes survive resets)
Other Featured Scouts (4-6 MP):
- Most are fragmenting badly
- Know something terrible happened to Billy but can't remember what
- Deja vu is constant, disorienting
- Some ask: "Why are we all so scared?"
Counselor Responses:
This scene is player-driven—let counselors respond authentically:
Possible Reactions:
- Grief: Billy is gone, even though he's standing there
- Anger: At the loop, the government, themselves for not stopping it sooner
- Determination: "Never again. No more hollow children."
- Despair: "We can't save them. We're going to watch them all disappear."
- Urgency: "We break the loop tonight, whatever it takes."
What Counselors Can Try:
-
"Can we restore Billy's memories?"
- Showing photos, telling stories, recreating moments: No effect (0 MP = gone)
- Doc: "It's like trying to fill a cup with a hole in the bottom. There's nothing to hold the memories."
-
"Can we protect other scouts from reaching 0 MP?"
- Yes—spending time with them, creating strong emotional moments, keeping them away from temporal distortions
- Lisa suggests: "We need a system. Rotate time with each scout, keep their memories active."
- Limited effectiveness (can slow loss, not stop it)
-
"Is this permanent?"
- Unknown—maybe breaking the loop restores them?
- Eleanor (if contacted): "Some came back... most didn't... I don't remember..."
- Only way to find out: break the loop
-
"Can we use Billy to learn about the hollow state?"
- Doc might examine Billy, ask questions
- Billy shows no temporal distortion (he's fully integrated into the loop now, no resistance)
- Theory: 0 MP scouts become part of the loop mechanism itself
Investigation Continues Despite Tragedy:
Even while processing Billy's loss, counselors must keep investigating:
Searching for Shutdown Codes (Eleanor mentioned three pieces):
Location 1: Morrison's Office:
- Hidden in journal, coded message
- Morrison doesn't know it's there (implanted by Dr. Vance years ago?)
- Code Fragment 1: "TEMPORAL ANCHOR OVERRIDE: VANCE-7-ECHO"
Location 2: Buried Near Mess Hall:
- If counselors dig in specific spot (requires Eleanor's guidance or lucky search)
- Find sealed metal box, 1952 military issue
- Inside: Dr. Vance's notebook, equations, and Code Fragment 2: "EMERGENCY SHUTDOWN SEQUENCE: HOURGLASS-52-DELTA"
Location 3: Eleanor's Memory:
- Must communicate with Eleanor's ghost
- She can't remember clearly (fragmented across loops)
- Through Sarah's sketches, Eleanor conveys: Code Fragment 3: "CONTAINMENT RELEASE AUTHORIZATION: ELEANOR-LIVED"
- The last fragment is personal—her father's reminder that she existed, she was real
Complete Shutdown Code:
When all three fragments are combined: "VANCE-7-ECHO / HOURGLASS-52-DELTA / ELEANOR-LIVED"
How to Use the Code:
- Must be entered into the terminal in the sealed bunker (beneath mess hall)
- Requires accessing the engine room
- Terminal is behind the concrete wall counselors found earlier
- Wall must be breached (impossible with current tools, needs explosive or catastrophic distortion event)
- Type: Mental / Emotional
- Check: GRIT (difficulty 12) - very difficult
- Success: PC processes the horror of Billy being gone while still physically present; converts grief into determination; stays functional; can comfort other scouts despite own pain
- Partial: PC is devastated but continues; visibly struggles; can barely interact with hollow Billy; -2 to CHARM checks this scene
- Failure: PC breaks down completely; cannot function; other scouts witness counselor's despair; panic spreads; Doc and Lisa must take leadership
- Type: Social / Strategy
- Check: BRAINS or CHARM (difficulty 10)
- Success: PC implements Lisa's rotation system or creates emotional anchors for remaining scouts; stabilizes their memory loss temporarily; buys time before next scout goes hollow
- Partial: System is partially effective; slows degradation but doesn't stop it; some scouts stabilize while others continue fading
- Failure: No effective intervention; scouts continue degrading at normal rate; another scout approaches 0 MP by evening
- Type: Investigation
- Check: BRAINS (difficulty 10), can be Group Check
- Success: PC locates all three shutdown code fragments: Morrison's journal, buried box, and Eleanor's memory; assembles complete sequence; understands how to use it
- Partial: PC finds 2 of 3 fragments; knows code exists but missing piece; will need another loop to complete
- Failure: Finds 0-1 fragments; investigation disorganized due to Billy crisis; crucial time wasted
- Billy reaches 0 Memory Points during archery activity and becomes hollow - physically present but personality and memories completely gone
- Other scouts react with horror and fear as they witness what awaits them - Doc tries to diagnose, Lisa takes charge, Tommy fears he's next, Sarah draws Billy obsessively
- Counselors must decide how to respond emotionally and practically - grieve, protect remaining scouts, continue investigation
- Investigation continues for shutdown code fragments in Morrison's office, buried near mess hall, and Eleanor's memory
- All three code fragments discovered: "VANCE-7-ECHO / HOURGLASS-52-DELTA / ELEANOR-LIVED"
- Realization that codes must be entered at terminal behind sealed concrete wall in bunker - currently inaccessible
- Clue 1: Hollow State Definition - At 0 MP, scouts become "hollow": alive and functional but no personality, memory, or self; respond to commands but have no initiative or emotional responses; eyes are empty and don't recognize anyone
- Clue 2: Hollow Integration - Billy shows no temporal distortion at 0 MP; theory is that hollow scouts become fully integrated into the loop mechanism itself, no longer resisting
- Clue 3: Code Fragment #1 (Morrison's Office) - Hidden in journal, coded message: "TEMPORAL ANCHOR OVERRIDE: VANCE-7-ECHO" - implanted by Dr. Vance years ago
- Clue 4: Code Fragment #2 (Buried Box) - Sealed metal box near mess hall contains Dr. Vance's notebook: "EMERGENCY SHUTDOWN SEQUENCE: HOURGLASS-52-DELTA"
- Clue 5: Code Fragment #3 (Eleanor's Memory) - Conveyed through Sarah's sketches: "CONTAINMENT RELEASE AUTHORIZATION: ELEANOR-LIVED" - her father's reminder that she was real
- Clue 6: Sarah's Art Persistence - Sarah's sketches sometimes survive resets, suggesting her art can preserve memories and serve as temporal anchor
- Clue 7: Bunker Access Required - Complete shutdown code must be entered at terminal behind sealed concrete wall beneath mess hall; wall requires explosives or catastrophic distortion to breach
- Clue 8: Irreversibility Uncertainty - Unknown if hollow state is permanent or if breaking the loop might restore lost memories
Camp Grounds During Billy's Hollowing - Various locations where Billy's loss becomes apparent
- Zones: Archery range (where Billy first shows hollow state), dining area (Billy eats mechanically), Morrison's office (code fragment search), mess hall exterior (buried box location), campfire area (Eleanor communication attempts)
- Features: Billy moving through activities with empty eyes, other scouts avoiding looking at him, Sarah's increasingly desperate drawings scattered around, Morrison's hidden journal, buried metal box from 1952, sealed concrete wall with humming behind it
- Temporal Anomalies: Shadows walk independently of owners, camp flag flickers between half-mast and full-mast, humming loud enough that scouts cover ears, time feels sticky and wrong around Billy (no resistance from him), temporal distortions increasing across entire camp
- Atmosphere: Quiet horror pervades camp, dread is contagious among scouts, feeling of watching someone die while they're still walking around, urgency as evening approaches and reset looms
- Emotional Impact: Other scouts see their own future in Billy's empty eyes, counselors face gut-punch of failure despite still being alive, grief mixed with determination to prevent more hollow children
Decision Points:
-
How much time do counselors spend on Billy vs. investigation?
- Focus on Billy → Emotional closure, but lose investigation time
- Focus on investigation → Progress toward solution, but scouts feel abandoned
- Balance → Harder to achieve, requires splitting party
-
Do counselors tell remaining scouts what happened to Billy?
- Full truth → Scouts terrified, some give up hope
- Partial truth → "Billy is sick, we're helping him"
- Lie → "Billy is fine" (scouts don't believe it, lose trust)
-
Do counselors attempt desperate shutdown tonight or wait?
- Tonight → Wall isn't breached yet, likely fail, but urgency is real
- Wait → More loops, more hollow children, but better prepared
- Partial attempt → Test the codes/access, gather data for future loops
Pacing Notes:
- Billy's hollow state should be played with quiet horror, not melodrama
- Give counselors space to grieve and react
- The other scouts' fear is contagious—entire camp feels the dread
- Build toward evening with ticking clock pressure
- Transition to Scene 4 as dinner/evening approaches
Transition:
The sun is setting. Billy sits at the dinner table, eating mechanically, empty eyes staring at nothing. The other scouts avoid looking at him—seeing him means confronting what they'll become.
You have three code fragments. You know the shutdown sequence exists. You know where the terminal is.
But the wall is too thick, and you have no way through.
4 hours and 47 minutes until reset.
Around you, the camp continues to unravel. Shadows walk independently of their owners. The flag flies at half-mast, then full-mast, flickering between states. The humming is so loud now that some scouts cover their ears.
Loop 3 is ending. What will Loop 4 bring?
Scene 4: The Third Reset and Government Arrival (7:00 PM - 11:47 PM + 8:00 AM Loop 4)
Location: Mess hall → Campfire → Cabins → Reset → Loop 4 opening
Duration: 20-30 minutes
NPCs Present: All scouts, Morrison, DARPA team (arrives at reset)
Mood: Exhausted dread → resignation → shock at new complication
Opening Boxed Text:
Dinner is silent. Even Tommy has nothing to say. The scouts pick at their food, eyes darting to Billy's empty expression, to the flickering shadows, to the counselors who are supposed to protect them but can't stop the inevitable.
Doc is frantically writing notes—everything he knows, everything he's learned—on napkins, scraps of paper, his own arm. "I have to remember," he mutters. "I have to remember for tomorrow."
Lisa has organized the scouts into a buddy system, pairing everyone up. "We remember together," she says. But her voice wavers.
Sarah is drawing on the table with charcoal, dark sketches of blue light and fading faces.
Billy eats.
Through the windows, the sun bleeds red across the horizon. Morrison stands outside, watching the sky, waiting for 11:47.
You are out of time.
GM Guidance:
Setup:
- This is the final scene of Loop 3
- Counselors likely can't break the loop yet (no way through the wall)
- Focus on emotional preparation, relationships, setting up Loop 4
- The reset brings a new complication: the government arrives
Evening Activities (7:00 PM - 10:00 PM):
Campfire (if held):
- Most scouts don't attend (too scared, too tired, too hollow)
- Those who come sit silently
- Traditional songs feel wrong, ghost stories too real
- Morrison might speak (if he's aware): "I'm sorry. I'm so, so sorry. I've let this happen for ten years. I should have stopped it."
Counselor-Scout Moments:
Let counselors have final conversations with scouts before reset:
- Doc: "I won't remember this tomorrow, will I? Then... then just tell me this one thing is true: we figured it out once, so we can figure it out again. Right?"
- Lisa: "I made a promise to myself—to all of us. We stay together. Even if I forget, I'll feel it. I know I will."
- Tommy: Says nothing, just hugs his counselor and cries
- Sarah: Gives each person a sketch—portraits from Loop 1, somehow still existing, faded but real. "I'm trying to hold on. I'm trying so hard."
- Billy: Sits alone, staring at the fire, no thoughts behind his eyes
Final Hour (10:00 PM - 11:47 PM):
10:00 PM - Lights Out:
The scouts go to their cabins. Some cry themselves to sleep. Some lie awake, terrified of forgetting. Some, like Billy, sleep dreamlessly, empty even in rest.
11:00 PM - Counselors' Watch:
- Counselors are exhausted mentally, emotionally, physically
- Time to discuss strategy for Loop 4
- Temporal distortions are severe:
- Multiple timelines visible simultaneously
- Counselors see themselves from previous loops, ghostly overlays
- Entire camp flickers between day and night
- Scouts' cabins echo with cries from past loops
11:30 PM - Final Moments:
- Morrison approaches counselors (if he's aware):
- Counselors might make promises to each other, to the scouts, to themselves
- Some might pray, some might plan, some might just wait
"I'll forget this tomorrow. I always do. But tonight, I remember enough to say: Thank you for trying. Thank you for caring about these kids more than I did."
- Type: Social / Emotional
- Check: CHARM (difficulty 11) - very difficult
- Success: PC gives meaningful final conversations to Doc, Lisa, Tommy, and Sarah; each scout feels heard and valued despite impending memory loss; provides comfort knowing scouts won't remember but doing it anyway
- Partial: PC manages to comfort some scouts but is too exhausted or heartbroken to reach all of them
- Failure: PC is too overwhelmed to provide genuine comfort; scouts go to bed frightened and alone; counselor carries deep regret
- Type: Mental / Willpower
- Check: GRIT (difficulty 11) - very difficult
- Success: PC processes three loops of trauma; maintains determination; enters Loop 4 with clear head and strategic mindset
- Partial: PC is worn down but functional; emotional exhaustion beginning to show; -1 to first check in Loop 4
- Failure: PC is emotionally devastated by Billy's loss and scouts' fading; questions if escape is possible; enters Loop 4 with despair; -2 to first CHARM check in Loop 4
- Type: Planning / Strategy
- Check: BRAINS (difficulty 9)
- Success: PC anticipates government complications; formulates approach (cooperate/resist/manipulate); identifies opportunities and risks; prepared for Loop 4's new dynamic
- Partial: PC has basic plan but hasn't thought through all implications; reactive rather than proactive
- Failure: Overwhelmed by Billy's loss and exhaustion; no strategy prepared; must improvise when government arrives
11:47 PM - The Third Reset:
Boxed Text:
11:47 PM.
The humming becomes a scream. The blue light erupts from beneath the mess hall, a pillar of temporal energy reaching into the sky. Every clock stops. Every shadow inverts.
You see them—all of them—standing in the light. The scouts, translucent, fading. Doc, Lisa, Tommy, Sarah, dozens of background scouts. They flicker like old film, skipping frames, losing definition.
Billy doesn't flicker. He's solid, real, integrated into the loop. He's part of it now.
Eleanor appears beside the pillar of light, ghostly and broken. She reaches for the scouts, mouthing words you can't hear.
The loop collapses inward.
And then—
—it's morning.
Loop 4 Opening - The Government Arrives:
Boxed Text (different from previous loops):
The yellow school bus rumbles up the dirt road. But there's something else.
A black sedan. Government plates. It pulls up behind the bus, parking with military precision.
Four people step out:
A woman in her thirties, dark suit, badge on her belt, eyes scanning the camp with professional assessment. Hard. Focused.
A man in his fifties, rumpled suit, carrying a briefcase full of sensors and equipment. Scientist. Distracted. Excited.
Two contractors in tactical gear, earpieces, sidearms visible. Soldiers. Alert.
Morrison goes pale. "No. No, they can't be here. They told me they'd never come back."
The woman approaches. "Director Morrison. I'm Agent Sarah Reeves, DARPA. We've detected temporal anomalies at this location. We're here to assess and contain."
She looks at the counselors, at the scouts climbing off the bus, at the camp itself.
"Everyone stays calm. Everyone cooperates. This will be easier if you don't resist."
Loop 4 has begun. And everything just got more complicated.
GM Guidance for Government Arrival:
DARPA Team Composition:
Agent Sarah Reeves (team lead):
- Professional, mission-focused, pragmatic
- Personal stake: Her younger brother Michael Reeves disappeared from this camp in 1962 (she's been searching for him)
- Agenda: Assess temporal anomaly, extract data, contain witnesses
- Potential ally if counselors mention Michael
Dr. Marcus Chen (temporal physicist):
- Fascinated by Project Hourglass, wants to preserve and study it
- Terminal illness (late-stage cancer)—sees loop as chance for immortality ("If I'm trapped in a loop, I never die")
- Becomes antagonist in later loops (wants to keep loop running)
- Agenda: Study the engine, possibly sabotage shutdown attempts
Specialist Rodriguez & Kowalski (military contractors):
- Follow orders, protect the team, contain threats
- Not inherently hostile but will use force if necessary
- Rodriguez has a conscience (potential ally)
- Kowalski is by-the-book (potential obstacle)
What the Government Knows:
- Project Hourglass exists and is beneath the camp
- Temporal readings spiked in the last 72 hours (Loops 1-3 caused detectable anomalies)
- Standing orders: Secure site, extract technology, eliminate evidence
- They do NOT know about the time loop yet (they're experiencing Loop 4 as their first day)
What the Government Wants:
- Access the buried facility
- Retrieve any functional technology
- "Contain" witnesses (rescue or terminate, depending on assessment)
- Prevent public exposure of classified program
Counselors' Advantage:
- Counselors remember Loops 1-3, government doesn't
- Counselors know the shutdown codes, government doesn't
- Counselors understand loop mechanics, government is figuring it out
- Counselors can manipulate/guide government actions based on foreknowledge
Scout Memory at Loop 4 Start:
- Doc, Tommy: 6-7 MP (fragmented, deja vu, emotional echoes)
- Lisa, Sarah: 5-6 MP (vague feelings, trust counselors but don't know why)
- Billy: 0 MP (hollow, empty, no change from Loop 3)
- Other Scouts: 3-5 MP (mostly blank, scared without knowing why)
Information Gained This Loop:
- Government is aware and responding
- Agent Reeves has personal connection (Michael)
- Dr. Chen is potential antagonist (wants loop to continue)
- Shutdown codes are collected (counselors know all three fragments)
- Billy is first hollow child (stakes are clear)
Pacing Notes:
- Government arrival should feel like a complication, not necessarily an enemy
- Let players decide: Work with government? Against them? Manipulate them?
- Loop 3 ends on a cliffhanger leading directly into Loop 4
- Counselors are now veterans (3 loops down), scouts are fading badly
Transition:
The scouts stumble off the bus, confused and frightened. Doc stares at you: "I've met you... haven't I? I can't... why can't I remember?"
Agent Reeves approaches Morrison, flashing her badge. "We need full access to camp facilities. That includes the basement beneath the mess hall."
Dr. Chen is already unpacking sensors, muttering excitedly about "temporal field readings" and "loop mechanics."
The specialists watch everyone with hard, professional eyes.
You have 15 hours and 47 minutes until the fourth reset.
You have the shutdown codes.
You have the government to deal with.
And your scouts are forgetting faster.
Loop 4. What's your move?
Loop 4: Outside Contact
Loop Number: 4
Date: Saturday, July 16th, 1967 (again)
Time: 8:00 AM - 11:47 PM
Scout Memory: Severely degraded (4-6 MP featured, 1-3 MP background)
Objective: Counselors must navigate government presence, decide to cooperate/resist, attempt to breach the bunker
This is a natural break point in the content. Loop 4 and Loop 5 will continue in the next section, maintaining the same detailed structure. The document is currently ~25,000 words and covers the first 3.5 loops of Session 1.
Status:
- ✅ Loop 1: Complete (4 scenes, full detail)
- ✅ Loop 2: Complete (4 scenes, full detail)
- ✅ Loop 3: Complete (4 scenes, full detail)
- ⏳ Loop 4: Opening written, needs 4 full scenes
- ⏳ Loop 5: Needs 4 full scenes + session ending
Next Section Will Include:
- Loop 4 complete scenes (government interaction, cooperation/conflict, bunker breach attempt)
- Loop 5 complete scenes (desperation, breakthrough, second hollow child, session climax)
- Session 1 closing notes and transition to Session 2
- Soundtrack recommendations for each loop
- GM troubleshooting guide
- Pacing and time management notes
GM Notes: Running Loops 1-3
Time Management
Loop 1: 45-60 minutes (establish baseline, build relationships, reset shock)
Loop 2: 40-50 minutes (experimentation, investigation, barrier discovery)
Loop 3: 50-70 minutes (deep investigation, Billy's hollow state, code fragments, government arrival)
Total for Loops 1-3: ~2.5-3 hours of the session
Pacing Tips
- Don't repeat everything: After Loop 1, montage repeated events ("You skip orientation—you know the speech by heart")
- Let players narrate: "What do you do differently this loop?" gives players agency
- Focus on changes: Highlight what's new each loop (distortions, memory loss, discoveries)
- Use timers: Visual countdown to 11:47 PM builds tension
- Layered reveals: Don't dump all information at once—each loop reveals new pieces
Common Player Questions - Loops 1-3
"Can we leave camp?": No, temporal barrier 1-2 miles out (discovered Loop 2)
"Do we remember everything?": Yes, counselors have perfect memory of all loops
"Can we save the scouts' memories?": Slow degradation, not stop it (spend time with them, create emotional moments)
"Can we stop the reset?": Not yet—need to access the bunker and use shutdown codes
"What if we kill Morrison/destroy the camp/create paradoxes?": Loop adjusts or emergency-resets early; doesn't break
"Can we communicate with Eleanor?": Yes, through temporal distortions, Sarah's art, or direct manifestations
"Is Billy gone forever?": Unknown until loop is broken—possibly reversible, possibly permanent
Scout Memory Tracking (Loops 1-3)
| Scout | Loop 1 | Loop 2 | Loop 3 Start | Loop 3 End |
|-------|--------|--------|--------------|------------|
| Doc Henderson | 10 MP | 9-10 MP | 7-8 MP | 6-7 MP |
| Lisa Chen | 10 MP | 9-10 MP | 6-7 MP | 5-6 MP |
| Tommy Reeves | 10 MP | 9-10 MP | 7-8 MP | 6-7 MP |
| Sarah Kim | 10 MP | 9-10 MP | 6-7 MP | 5-6 MP |
| Billy Holloway | 10 MP | 9-10 MP | 6-7 MP | 0 MP |
| Background Scouts | 10 MP | 8-9 MP | 4-6 MP | 2-4 MP |
Note: These are guidelines—adjust based on counselor actions and story needs
Information Counselors Should Have by End of Loop 3
✅ Loop Mechanics:
- Resets at 11:47 PM every loop
- Duration: 15 hours 47 minutes (8:00 AM - 11:47 PM)
- Counselors remember, scouts forget progressively
- Temporal barrier prevents escape
- Source is beneath mess hall
✅ Project Hourglass:
- 1952 U.S. Army temporal research facility
- Built and buried at this location
- Emergency containment protocol activated
- Loop count: 4,783 (has happened before, many times over years)
✅ Key NPCs:
- Eleanor Vance: Dr. Vance's daughter, trapped in 1952, temporal ghost
- Dr. Helena Vance: Lead scientist (deceased?), left shutdown codes
- Morrison: Partially aware, feels loops but forgets, complicit through inaction
- Michael Reeves: 1962 disappearance, related to Tommy
✅ Shutdown Solution:
- Codes exist in three fragments (all collected)
- Terminal is in bunker beneath mess hall
- Must breach concrete wall to access
- Complete code: "VANCE-7-ECHO / HOURGLASS-52-DELTA / ELEANOR-LIVED"
✅ Stakes:
- Scouts lose 1-2 MP per loop
- 0 MP = hollow state (Billy's fate)
- Government is now aware and responding
End of Loops 1-3 Content
Loop 4: Outside Contact (Complete)
Loop Number: 4
Date: Saturday, July 16th, 1967 (again)
Time: 8:00 AM - 11:47 PM
Scout Memory: Severely degraded (4-7 MP featured, 1-3 MP background)
Objective: Navigate government presence, decide cooperation/resistance, attempt bunker breach, manage deteriorating scouts
Scene 1: Government Assessment and Counselor Decisions (8:00 AM - 11:00 AM)
Location: Camp entrance → Main office → Throughout camp
Duration: 30-40 minutes
NPCs Present: DARPA team (Reeves, Chen, Rodriguez, Kowalski), Morrison, scouts
Mood: Tense standoff, strategic maneuvering, divided loyalties
Opening Boxed Text:
Agent Sarah Reeves has a system. She's separating everyone—counselors to one area, Morrison to his office, scouts to the mess hall "for their safety." The specialists stand guard, polite but firm. Dr. Chen is already wandering the camp with sensors, muttering readings into a recorder.
Your scouts watch you being led away. Doc's eyes are confused but alert: "What's happening? Why are there government agents? Have I seen them before?"
Lisa tries to organize the other scouts, keep them calm, but she can't remember why she knows how to do this.
Tommy jokes nervously: "Secret agents at summer camp. This is either really cool or really bad."
Sarah (Kim) is sketching furiously—she's drawing the agents, but also... she's drawn them before. Faded sketches from previous loops somehow persist in her pad, ghostly images.
Billy sits with the scouts, empty eyes, no reaction to the chaos.
Agent Reeves approaches you. "Counselors. I need to know everything about the last 48 hours. Any unusual events, time discrepancies, missing persons. This is a matter of national security."
She doesn't know about the loops. Not yet.
What do you tell her?
GM Guidance:
Setup:
- This scene is about information control and alliance building
- Counselors have huge advantage: they remember 3 previous loops, government doesn't
- Decision point: Cooperate with government? Lie? Manipulate? Resist?
- DARPA team has resources counselors need (tools, explosives, authority) but also threatens containment
Agent Reeves' Interview:
Questions She Asks:
- "Have you noticed any temporal anomalies? Time moving strangely, déjà vu, memory gaps?"
- "Has anyone gone missing or exhibited strange behavior?"
- "What do you know about the history of this camp? Anything unusual about the location?"
- "Have any of the scouts or staff mentioned seeing or hearing things that aren't there?"
- "I need access to all camp records, particularly from 1962. Where does Morrison keep files?"
Possible Counselor Responses:
Option A: Full Disclosure
- Tell Reeves everything: loops, scouts' memory loss, Project Hourglass, shutdown codes, Billy's hollow state
- Reeves' Reaction: Initially skeptical, but sensor data supports claims; becomes cautiously cooperative
- Advantage: Gain DARPA resources and expertise
- Disadvantage: Reeves' orders are to "contain witnesses"—she might decide everyone knows too much
- Chen's Reaction: Becomes obsessed, wants to preserve/study loop
Option B: Partial Truth
- Admit temporal anomalies and memory issues, but hide loop knowledge and shutdown codes
- Present as confused victims seeking help
- Reeves' Reaction: Suspicious but protective, treats counselors as civilians to rescue
- Advantage: DARPA helps investigate, doesn't see counselors as threat
- Disadvantage: Slower progress, counselors can't use full knowledge openly
- Chen's Reaction: Studies phenomenon, might discover loop independently
Option C: Misdirection
- Lie or deflect, claim everything is normal or blame issues on altitude/stress
- Reeves' Reaction: Doesn't believe it, becomes adversarial, increases monitoring
- Advantage: Keep DARPA in dark, maintain control of situation
- Disadvantage: DARPA interferes with investigation, might use force
- Chen's Reaction: Sensors detect anomalies anyway, works around counselors
Option D: Strategic Alliance
- Offer deal: "We have information you need, you have resources we need. Let's work together."
- Reveal some information, hold back critical details (like shutdown codes)
- Reeves' Reaction: Pragmatic cooperation, mutual benefit acknowledged
- Advantage: Best of both—resources and control
- Disadvantage: Requires careful management, could backfire
- Chen's Reaction: Participates but pursues own agenda
The Michael Reeves Connection:
If counselors mention the 1962 disappearance or show Morrison's files:
Reeves' professional mask cracks. She goes pale.
"Michael Reeves. You found records of Michael Reeves?"
She pulls out a worn photograph from her wallet: a 12-year-old boy with red hair and bright eyes. The same face as Tommy.
"He was my brother. Younger brother. Our parents sent him here in '62. He was supposed to come home July 20th. He never did. The camp said he was never enrolled. Records vanished. Our parents thought he ran away. I knew better."
She looks at Tommy—really looks at him. The resemblance is undeniable.
"I've been tracking Project Hourglass for fifteen years. Every lead, every rumor. When temporal readings spiked here three days ago, I knew. I finally knew where they buried it."
She meets your eyes. "If my brother is trapped in there—if there's any chance he's still alive in some form—I'm getting him out. Tell me what you know. All of it. Please."
Result of Michael Connection:
- Reeves becomes genuine ally (personal stake overrides orders)
- She'll help access bunker, provide tools, cover for counselors
- But: She wants to find Michael, might make impulsive decisions
- Tommy's reaction: "That's... that's my uncle? I never met him. Dad never talks about him."
Dr. Chen's Investigation:
While counselors deal with Reeves, Chen is studying the camp:
What Chen Discovers (with sensors):
- Temporal field centered on mess hall, radius ~2 miles
- Field strength increasing exponentially (loops are destabilizing)
- Loop duration: 15 hours 47 minutes, resets at 11:47 PM (he predicts the reset)
- Memory degradation patterns in scouts (he can measure MP loss)
- Temporal engine signature matches Project Hourglass specifications
Chen's Agenda:
Chen finds counselors after his survey. His eyes are fever-bright.
"This is extraordinary. A stable temporal loop, maintained for—according to decay patterns—thousands of iterations. The engineering is beyond anything modern science has achieved. We can't destroy this. We have to study it, preserve it, learn from it."
If counselors mention shutdown codes: "You can't shut it down. This is a miracle. This is immortality. We loop forever—we never age beyond this day, never die, never end."
If counselors mention scouts' memory loss: "A necessary sacrifice for infinite existence. Eventually they stabilize at zero. They're not suffering—they're not anything. They're free from the burden of time."
Chen is dying (terminal cancer, 6 months to live). The loop is his salvation: "I'll never reach the end of these six months. July 16th forever. I accept that. I embrace it."
Chen Becomes Antagonist:
- Will sabotage shutdown attempts in later loops
- Tries to convince others to accept eternal loop
- Rationalizes scouts' suffering
- Genius intellect makes him dangerous opponent
Morrison's Breakdown:
If Reeves interrogates Morrison (or counselors support him):
Morrison sits in his office, head in hands. Agent Reeves stands over him, demanding answers.
"I knew," Morrison whispers. "Not the details. Not the science. But I knew kids were disappearing. I knew time felt wrong. I knew something was buried here."
"Why didn't you report it?" Reeves demands.
"I did. In 1963. Army came, threatened to shut down the Junior Braves entirely—not just this camp, the whole organization. Thousands of kids across the country would lose their programs. They said I was hysterical, paranoid. They implied I'd have an accident if I persisted."
"So you just kept bringing kids here?"
"I don't remember deciding to. Every May, I plan to cancel. Every July, camp opens and I'm here. I think... I think I'm in a loop too. A longer one. Every summer, I forget my resolve and do it again."
He looks at Reeves with hollow eyes. "How many years have I been trapped? How many kids have I fed to this thing?"
Morrison's Information:
- Government has suppressed reports for decades
- Disappearances follow pattern: mid-July, peak temporal activity
- Camp lease is controlled by DoD shell company
- Morrison might be in a longer loop (every summer) or just traumatized and complicit
Scout Status During Government Presence:
Scouts in Mess Hall (4-7 MP):
Doc Henderson (6-7 MP):
- Fascinated by government agents: "This means something big is happening"
- Tries to eavesdrop, asks specialists questions
- If talked to by counselors: "I feel like I've done this before. Not camp. This exact moment. You, me, them. Why?"
- Wants to help investigate, insists on being useful
Lisa Chen (5-6 MP):
- Trying to maintain order among scouts: "Everyone stay calm, stick together"
- Frustrated she can't remember why she knows to do this
- Asks counselors: "What's really happening? Don't lie to protect me—I need the truth."
- If told truth: Takes charge of keeping scouts safe, creates emergency plans
Tommy Reeves (6-7 MP):
- Makes nervous jokes about "men in black" and "alien invasions"
- If he sees Agent Reeves: feels strange connection, "She seems familiar"
- If told about Michael: "Dad has a brother he never talks about. Said he 'went away' when Dad was young. Could that be...?"
- Emotional if connection is confirmed
Sarah Kim (5-6 MP):
- Sketching everything compulsively
- Shows counselors: her sketch pad has faded drawings from previous loops—government agents she "hasn't met yet"
- "I keep drawing the same woman. Blue light. A girl screaming. I don't know why."
- If counselors explain: terrified but determined to document everything
Billy Holloway (0 MP):
- Sits quietly, eats when told, moves when directed
- Other scouts are disturbed: "What's wrong with Billy?"
- Specialists notice: "That kid's affect is completely flat. Catatonic?"
- Chen scans him: "Fascinating—zero temporal resistance. He's fully integrated into the loop structure."
Background Scouts (2-4 MP):
- Scared, confused, looking to featured scouts and counselors for leadership
- Some cry, some act out, some withdraw
- Temporal distortions are visible to them now (scary)
- Type: Social / Information Control
- Check: CHARM or BRAINS (difficulty 10)
- Success: PC navigates interrogation skillfully; reveals optimal amount of information to gain Reeves' trust and resources without triggering containment protocols; establishes strategic alliance
- Partial: PC's information helps but raises suspicions; Reeves is cautiously cooperative but watching closely
- Failure: PC either reveals too much (Reeves sees counselors as security risk) or too little (Reeves becomes adversarial); cooperation damaged
- Type: Mental / Debate
- Check: GRIT or BRAINS (difficulty 10)
- Success: PC sees through Chen's rationalizations; recognizes him as antagonist; can counter his arguments; maintains moral clarity about scouts' suffering
- Partial: PC is disturbed by Chen's logic but not swayed; uncomfortable but resolute
- Failure: Chen's arguments plant seeds of doubt; PC questions if shutdown is right choice; -1 to conviction-based checks this loop
- Type: Investigation / Social
- Check: BRAINS (difficulty 9)
- Success: PC accurately reads each DARPA member: Reeves' personal stake, Chen's terminal illness and desperation, Rodriguez's conscience, Kowalski's rigidity; can exploit or work with these insights
- Partial: PC understands surface motivations but misses deeper context
- Failure: PC misjudges DARPA team; makes alliance decisions based on incomplete understanding; potential betrayals surprise them later
Decision Points:
-
Do counselors ally with Reeves, Chen, both, or neither?
- Reeves → Gain resources, ally with personal stake, risk containment orders
- Chen → Gain expertise, risk him sabotaging shutdown
- Both → Maximum resources, maximum complications
- Neither → Independence, but no DARPA tools/authority
-
How much do counselors reveal about shutdown codes?
- Full reveal → DARPA can help but might take over
- Partial → "We know there's a way to shut it down, still figuring it out"
- Secret → Keep codes hidden, maintain control
-
Do counselors involve scouts in discussions or protect them?
- Involve → Scouts feel empowered, can help, but exposed to stress
- Protect → Scouts safer emotionally, but feel excluded/scared
- Let scouts choose → Some step up (Doc, Lisa), others opt out (Billy is hollow, can't choose)
-
Do counselors attempt bunker access this loop or plan for later?
- This loop → Use DARPA explosives/tools to breach wall
- Plan for later → Gather more info, prepare better
- Both → Send some counselors with DARPA, others stay with scouts
Key Information to Establish This Scene:
- Reeves is potential ally (Michael connection)
- Chen is emerging antagonist (wants loop to continue)
- Specialists are neutral (follow orders)
- Government has tools to breach bunker
- Scouts are deteriorating rapidly
- Chen predicts reset at 11:47 PM (government now knows about loop structure)
Pacing Notes:
- This scene is dialogue and decision-heavy
- Let players navigate social dynamics
- Establish clear DARPA motivations and personalities
- Don't rush—decisions here affect remaining loops
- Move to Scene 2 when alliances are formed and action plan is set
Transition:
It's 11:00 AM. Three hours have passed in negotiation, revelation, and decision-making.
Agent Reeves stands with you (if allied) or watches you suspiciously (if not). She's authorized the use of controlled explosives to breach the bunker wall.
Dr. Chen is typing frantically on his portable computer, modeling the temporal field. He keeps glancing at you, calculating.
Rodriguez and Kowalski are setting up equipment.
The scouts are in the mess hall above the very thing that's trapping them.
Morrison sits in his office, broken, waiting for 11:47 like he's done for years.
You have 12 hours and 47 minutes until reset.
Time to open the bunker.
Scene 2: Breaching the Bunker (11:00 AM - 2:00 PM)
Location: Mess hall basement → Bunker access
Duration: 30-40 minutes
NPCs Present: DARPA team, counselors who join the breach, Morrison (possibly)
Mood: Tense, dangerous, anticipation and dread
Opening Boxed Text:
The basement door stands open. The stairs descend into artificial light from Rodriguez's work lamps. The humming is deafening here—a sound you feel in your bones, in your teeth, in the hollow spaces behind your eyes.
At the bottom: the concrete wall. Twenty feet wide, floor to ceiling, reinforced with rebar. Behind it, blue light pulses through hairline cracks. The temporal engine. Project Hourglass. The source of everything.
Rodriguez places shaped charges along the wall's weakest points—where cracks have formed from fifteen years of stress. Kowalski clears the area. Chen sets up sensors to record every moment.
Agent Reeves looks at you. "Once we breach this, there's no going back. Whatever's in there has been sealed since 1952 for a reason. Are you ready?"
The charges are set. The countdown begins.
Thirty seconds.
GM Guidance:
Setup:
- This is the major action scene of Loop 4
- Breaching succeeds (DARPA has proper tools)
- But: Accessing the bunker triggers temporal defenses
- Dangerous: Reality distortions, temporal hazards, possible injuries
- Reward: Full view of engine, access to terminal, ability to attempt shutdown
The Breach:
Countdown:
"Clear the area!" Rodriguez shouts. Everyone moves to the stairs.
Ten seconds.
The humming intensifies. The blue light grows brighter.
Five seconds.
Through the cracks, you see movement—shadows, shapes, something alive in the light.
Detonation.
Boxed Text - The Explosion:
The charges blow. Not with fire—with light. Blue light erupts from the wall like water from a dam, washing over everyone in freezing, electric brilliance.
The wall crumbles. Concrete and rebar fall away, revealing—
The chamber.
Sixty feet deep. A perfect cylinder carved from bedrock. At its center, suspended in the air, rotating in impossible dimensions:
The Temporal Engine.
It's beautiful. It's terrible. It's a sphere within a sphere within a sphere, each layer turning at different speeds, different directions, different times. Blue energy arcs between them, lightning frozen and flowing simultaneously.
The walls are covered in 1952 control panels—switches, dials, gauges, blinking lights. Equations are painted directly on the rock: temporal mechanics, quantum field theory, mathematics beyond your understanding.
And bodies.
Seven people in 1952 lab coats, slumped at their stations. Dead. No—worse. Temporal echoes. They flicker between alive and dead, young and old, screaming and silent. Trapped in the moment of the shutdown, looping forever in micro-cycles.
One panel stands out: a terminal with a keyboard, screen still glowing after fifteen years. Above it, stenciled words:
"EMERGENCY SHUTDOWN - AUTHORIZATION REQUIRED"
Chen whispers: "My God. It's still running. It's been running for fifteen years on emergency power. This is impossible. This is perfect."
Reeves: "How do we shut it down?"
You know the answer. You have the codes.
But the engine is defending itself.
Temporal Defenses Activate:
The engine's emergency protocols detect the breach:
Defense Mechanism 1: Temporal Acceleration
- Time inside the chamber moves at 10x speed
- Anyone entering experiences 10 minutes outside = 100 minutes inside (rapid aging, exhaustion)
- Mechanical: Counselors who enter age visibly, take stress, have limited time
- Chen: "The field is trying to burn out intruders. We have minutes before it becomes lethal."
Defense Mechanism 2: Reality Distortions
- Gravity fluctuates (people float, fall, slam into walls)
- Spatial dimensions shift (room is bigger inside than outside, Escher-like geometry)
- Multiple timeframes overlap (see scientists from 1952 working, self from future loops, temporal echoes)
- Perception attack: Hard to focus, hard to move, hard to think
Defense Mechanism 3: Temporal Ghosts
- The seven dead scientists become active
- Not hostile—confused, trapped, repeating last moments
- "Seal the chamber!" "Eleanor is still inside!" "It's not shutting down!" "We're trapped!"
- They physically block access (walking through them causes temporal shock)
- Eleanor's father, Dr. Vance, is among them—he recognizes shutdown code attempts
Defense Mechanism 4: Emergency Reset Threat
- Engine detects shutdown attempt
- Begins charging early reset (11:47 PM → could trigger at any moment)
- Blue light pulses faster, humming reaches scream-pitch
- Chen: "It's going to reset! If we're inside when it happens—we might not come back!"
Attempting the Shutdown:
Getting to the Terminal:
- Must cross 30 feet of distorted space
- Navigate around/through temporal ghosts
- Resist time acceleration (aging/exhausting)
- Maintain focus despite perception attacks
Possible Approaches:
Approach 1: Brute Force Sprint
- Rush to terminal, ignore hazards, type codes fast
- Risky: High stress damage, temporal shock, might not make it
- Fast: Can attempt shutdown in single action
- Result: Codes entered, but is it enough? (See below)
Approach 2: Careful Navigation
- Study the chamber, find safe path, minimize exposure
- Safer: Less stress damage, avoid worst hazards
- Slower: Takes time, emergency reset might trigger
- Result: Reach terminal safely, but time pressure
Approach 3: Split Party
- Some create distraction (interact with ghosts, manipulate panels)
- Others go for terminal
- Balanced: Divide risk, divide tasks
- Complication: Separated in dangerous environment
Approach 4: Use DARPA Resources
- Rodriguez volunteers: "I'll go. Military training, expendable civilian contractor."
- Reeves: "Tell me the codes, I'll enter them."
- Chen: "Let me go—I understand the system."
- Trust issue: Do counselors reveal codes to DARPA?
What Happens When Codes Are Entered:
If counselors (or ally) reach terminal and enter: "VANCE-7-ECHO / HOURGLASS-52-DELTA / ELEANOR-LIVED"
The terminal flickers. Green text appears:
AUTHORIZATION RECOGNIZED DR. HELENA VANCE - CHIEF RESEARCHER EMERGENCY SHUTDOWN SEQUENCE INITIATED
STEP 1: TEMPORAL ANCHOR RELEASE... PROCESSING... STEP 2: LOOP CONTAINMENT COLLAPSE... PROCESSING... STEP 3: CORE POWER DOWN... ERROR
ERROR: SHUTDOWN INCOMPLETE REASON: ACTIVE PARADOX DETECTED RESOLUTION REQUIRED: REMOVE PARADOX ENTITY FROM LOOP
PARADOX ENTITY: SUBJECT ELEANOR VANCE STATUS: CONSCIOUSNESS FRAGMENTED ACROSS 4,783 ITERATIONS SHUTDOWN IMPOSSIBLE WHILE ENTITY REMAINS TRAPPED
ALTERNATIVE: MANUAL OVERRIDE (REQUIRES PHYSICAL PRESENCE AT CORE)
The screen goes dark.
Critical Information Revealed:
- Codes alone aren't enough
- Eleanor is the paradox—she's been looping for 15 years, consciousness shattered across thousands of loops
- Two shutdown paths:
1. Remove Eleanor (free her consciousness somehow)
2. Manual Override (someone physically enters the engine core)
Temporal Ghost - Dr. Vance Speaks:
If counselors interact with the ghost scientists, one becomes coherent—Dr. Helena Vance:
The woman in the 1952 lab coat flickers into focus. She's in her forties, exhausted, desperate. She sees you—really sees you.
"You found my codes," she says. Her voice echoes across fifteen years. "But Eleanor is still trapped. I couldn't save her. The loop fragmented her consciousness. She's in every iteration—4,783 versions of my daughter, scattered across time."
"To free her, you need to consolidate her—bring all the fragments into one moment, one loop. Then she can be removed, and the shutdown will complete."
"Or..."
She looks at the engine core.
"Someone can enter the core manually. Override the system from inside. It will collapse the loop immediately. But whoever enters won't come out. They'll become the new anchor—the new paradox—trapped forever to hold the system stable."
She flickers, fades. "I'm sorry. I'm so sorry. Save her. Save my Eleanor. I couldn't, but you can. Please."
She vanishes.
Two Shutdown Paths Revealed:
Path 1: Consolidate Eleanor's Consciousness
- Requires finding a way to bring all 4,783 Eleanor fragments into one moment
- Sarah's sketches might be the key (her art persists across loops—temporal anchor)
- Would take multiple loops to accomplish
- Result: Eleanor freed, loop ends, no sacrifice required
Path 2: Manual Override Sacrifice
- Someone enters the engine core physically
- Becomes new temporal anchor, replaces Eleanor
- Loop ends immediately, everyone else freed
- Sacrificed person is trapped forever (or until engine finally fails)
- Result: Immediate shutdown, heavy cost
Chen's Reaction:
Chen is ecstatic. "Don't you see? We don't HAVE to shut it down! Eleanor found immortality—she's existed for fifteen years in a single day! We can join her. We can all loop forever!"
If counselors argue: "The scouts are suffering!" Chen: "Temporary. They'll reach zero and stabilize. No more pain, no more loss. Just existence."
If Reeves confronts him: "My brother is trapped in here!" Chen: "Then he's been alive for years beyond his death! Isn't that beautiful?"
Chen has become the antagonist. He will actively sabotage shutdown attempts in future loops.
Reeves' Reaction:
Reeves stares at the engine. "Michael. If he disappeared in 1962... could he be like Eleanor? Fragmented?"
If counselors suggest it: Reeves becomes obsessed with finding/consolidating Michael's consciousness
If counselors suggest manual override: "I'll do it. I'll be the sacrifice. I've been searching for fifteen years—this is why."
But counselors might argue: "We can save everyone. We just need more loops."
- Type: Physical / Navigation
- Check: BRAINS or FLIGHT (difficulty 11) - very difficult
- Success: PC navigates temporal hazards skillfully; avoids worst distortions; reaches terminal without serious injury; can attempt shutdown
- Partial: PC reaches terminal but suffers temporal shock: aged appearance, exhaustion, perception distortions; -1 to remaining checks this scene
- Failure: PC is overwhelmed by hazards; severe temporal damage; might age years in seconds or become disoriented; cannot reach terminal safely
- Type: Investigation / Technical
- Check: BRAINS (difficulty 12) - extremely difficult
- Success: PC comprehends engine mechanics, Eleanor's fragmentation across 4,783 loops, and both shutdown paths (consolidation vs sacrifice); can explain to others; strategic advantage for future loops
- Partial: PC understands basics but misses crucial details about consolidation method or sacrifice consequences
- Failure: Overwhelmed by technical complexity; relies on Chen or Reeves to explain; misunderstands critical information
- Type: Social / Confrontation
- Check: CHARM or FIGHT (difficulty 10)
- Success: PC recognizes Chen as antagonist; prevents him from sabotaging shutdown attempt; neutralizes threat either through persuasion or restraint; secures his cooperation or removes him from equation
- Partial: PC confronts Chen but he escapes or is only partially restrained; he'll interfere in future loops
- Failure: Chen's sabotage succeeds or goes unnoticed; he triggers early reset or damages equipment; becomes dangerous enemy in Loop 5+
Emergency Reset Triggered:
The breach and shutdown attempt stress the engine:
The humming becomes a scream. The blue light explodes outward. The chamber shakes.
Chen checks his sensors: "Emergency reset! It's happening early! We have seconds!"
Everyone runs for the stairs. The temporal acceleration field pulses—
Boxed Text - Early Reset:
11:17 AM.
Thirty minutes early. The loop can't sustain the breach. It's collapsing and resetting.
The blue light swallows everything. You see the scouts in the mess hall above, translucent, fading—
Billy doesn't fade. He's solid. Integrated.
And then—
—it's morning. Again.
But it's different this time.
Loop 5 Opening - Immediate Continuation:
The yellow school bus rumbles up the dirt road. The black sedan arrives behind it.
But Agent Reeves steps out looking confused. "Why do I feel like I've been here before? Like I just... did we already arrive?"
Dr. Chen emerges with wide eyes. "Temporal echo. I remember—we were in the bunker. We breached the wall. We saw the engine."
They remember fragments. The breach was so significant, so traumatic, that even non-loopers retained echoes.
The counselors remember everything.
And the scouts—
Scout Memory Degradation - Loop 5 Start:
| Scout | Loop 4 End | Loop 5 Start | Status |
|-------|------------|--------------|--------|
| Doc Henderson | 6-7 MP | 4-5 MP | Fragments only, frustrated |
| Lisa Chen | 5-6 MP | 3-4 MP | Vague feelings, organizational instinct |
| Tommy Reeves | 6-7 MP | 4-5 MP | Emotional echoes, no context |
| Sarah Kim | 5-6 MP | 4-5 MP | Draws compulsively, doesn't know why |
| Billy Holloway | 0 MP | 0 MP | Hollow, unchanged |
| Background Scouts | 2-4 MP | 1-2 MP | Nearly hollow, blank |
Pacing Notes:
- This scene is intense, action-heavy
- Breaching bunker is major milestone
- Discovering shutdown requires Eleanor's freedom is the "uh oh" moment
- Chen's heel-turn establishes clear antagonist
- Early reset should feel like a failure but also progress (learned critical info)
- Transition directly into Loop 5 opening
Transition:
Loop 5 begins. You're back at the start. But now you know:
The codes work—but they're not enough. Eleanor must be freed or someone must take her place. Chen is working against you. Reeves wants to find her brother. The scouts are fading—Doc, Lisa, Tommy, Sarah all under 5 MP.
You have one more loop in this session.
Make it count.
Loop 5: Breakthrough and Despair
Loop Number: 5
Date: Saturday, July 16th, 1967 (again)
Time: 8:00 AM - 11:47 PM
Scout Memory: Critical (3-5 MP featured, 0-2 MP background)
Objective: Session climax—attempt Eleanor consolidation OR prepare sacrifice, second hollow child, session ends on major cliffhanger
Scene 1: The Race Against Forgetting (8:00 AM - 11:30 AM)
Location: Throughout camp, focus on scouts
Duration: 25-35 minutes
NPCs Present: Scouts (degrading rapidly), DARPA team (remembering fragments), Morrison
Mood: Desperate urgency, heartbreak, running out of time
Opening Boxed Text:
Doc Henderson steps off the bus and stares at you. For a long moment, he says nothing. Then:
"I don't remember your name. I don't remember my own name, not really. I know I'm supposed to be someone—Doc, they call me—but I don't know who Doc is. I don't know who I am."
He's at 4-5 Memory Points. Two more loops and he'll be like Billy.
Lisa tries to organize the scouts out of pure instinct, but halfway through she stops, confused, "Why am I doing this? What am I organizing?"
Tommy tells a joke and doesn't understand why. He laughs, but it sounds like crying.
Sarah draws the bus, the camp, your faces—and when you look at her sketch pad, you see hundreds of drawings. The same scenes, over and over, each one a little more faded than the last. Loops preserved in charcoal.
Billy is there too. Empty. Going through motions.
Behind you, Agent Reeves approaches. She remembers fragments from Loop 4: "We were underground. There was light. Michael—I was looking for Michael. What happened? Why can't I fully remember?"
Dr. Chen stands by the sedan, typing on his computer. He looks at you with hostile intelligence: "You tried to shut it down. You can't. I won't let you."
This is Loop 5. This is the breaking point.
GM Guidance:
Setup:
- This loop is about making hard choices under pressure
- Scouts are nearly gone—counselors must decide: save them this loop (impossible) or accept loss and focus on permanent solution
- DARPA team is more aware (Loop 4 was traumatic enough to leave echoes)
- Chen is now active antagonist
- This scene establishes: time is running out, counselors must commit to a plan
Scout Crisis Points:
Doc Henderson (4-5 MP):
Doc pulls you aside. His eyes are clear—for a moment. A last moment of lucidity.
"I'm forgetting. I can feel it. Like... like sand through fingers. I try to hold on, but it just... goes."
"I've been writing notes. Look."
He shows you his arms, covered in pen ink: "HOURGLASS. ELEANOR. LOOP 5. SHUTDOWN CODES. SARAH'S DRAWINGS PERSIST."
"I figured something out, didn't I? In the other loops. I don't remember what, but I know it was important. Can you... can you tell me? Before I forget I even asked?"
This is your last chance to have a real conversation with Doc. Next loop, he might be hollow.
What Counselors Can Tell Doc:
- Full truth: He absorbs it, tries to help, but forgets details within hours (down to 3-4 MP by afternoon)
- Partial truth: Easier to process, less traumatic, still loses it
- Comfort: "We're fixing it, you don't need to worry"—he knows you're lying but appreciates the kindness
Doc's Contribution (if told truth):
- "Eleanor is the paradox. Sarah's drawings persist. What if... what if Sarah is like Eleanor? What if her consciousness is touching multiple loops through her art?"
- "Use Sarah. Consolidate Eleanor through Sarah's drawings. It's a link."
- This is a critical insight—Sarah is the key to Eleanor's consolidation
Lisa Chen (3-4 MP):
Lisa has a system. She doesn't know what it's for, but she has a system.
She's organized the scouts into groups. Created a schedule. Made lists.
When you approach, she shows you: "I made this. I don't know why. But it felt important. Does it mean something?"
The list is titled: "PEOPLE TO REMEMBER"
Under it: names of all the scouts, including Billy. Including herself.
"I'm on the list," she whispers. "Why am I on my own list? Am I forgetting myself?"
Lisa's Crisis:
- She's aware she's losing identity
- Desperately trying to hold on through organization (her core trait)
- Asks counselors: "Will you remember me? If I forget who I am, will you tell me?"
- If counselors promise: She relaxes slightly, trusts them to preserve her
Lisa's Contribution:
- Shows counselors her schedule: she's been tracking time patterns across loops (instinctively)
- "Something happens at 3:47 PM every day. I don't know what, but I wrote it down every time: 3:47 - IMPORTANT"
- This is a real pattern—3:47 PM is a temporal weak point (exactly 8 hours before reset, field is thinnest)
Tommy Reeves (4-5 MP):
Tommy doesn't joke anymore. He just stands there, looking lost.
"I'm scared," he says quietly. "I don't know why. I don't know of what. I just... I'm so scared, and I don't know how to stop being scared."
If you mention Michael Reeves or Agent Reeves: "That name means something. Michael. I think... I think someone is missing. Someone who looks like me. But I can't remember who."
He starts crying. "I don't want to forget. Please don't let me forget. I don't even know what I'm forgetting, but please."
Tommy's Crisis:
- Raw fear without context (emotional memory remains when factual memory is gone)
- Connection to Michael is fading—he feels the loss but doesn't understand it
- Needs physical comfort—hugs, presence, reassurance
Tommy's Contribution:
- If Agent Reeves talks to him: family resemblance triggers her fragmented memories
- "You're Michael's nephew. You're proof he existed. You're proof I'm not crazy."
- Reeves becomes even more committed to freeing Michael/Eleanor
Sarah Kim (4-5 MP):
Sarah hasn't spoken in hours. She just draws.
Her sketch pad is impossible. Hundreds of pages—it shouldn't fit that many. The drawings show:
- The bus arriving (drawn 5 times, each slightly different) - The mess hall (drawn dozens of times, showing the bunker beneath in X-ray cross-section) - Eleanor (a girl in 1952 clothes, screaming, fading, fragmenting) - Billy (with and without his personality, before and after hollowing) - Counselors (dozens of versions, aging across loops) - The engine (perfect technical detail she couldn't possibly know)
Sarah is drawing across time. Her consciousness is touching all five loops simultaneously.
When you approach, she looks up. Her eyes are strange—seeing multiple times at once.
"I can see her," Sarah whispers. "Eleanor. She's in all of them. All the loops. She's calling for me. She wants me to draw her together."
Sarah's Crisis:
- Her temporal anchor ability is consuming her
- She's becoming like Eleanor—fragmenting across loops
- She's terrified but also compelled to draw
Sarah's Contribution:
- She is the key to consolidating Eleanor
- If counselors ask her to help: "I can draw Eleanor from every loop into one picture. Bring them all together. But... what happens to me if I do?"
- Legitimate concern: using Sarah to consolidate Eleanor might fragment Sarah instead
Billy Holloway (0 MP):
- Unchanged, hollow, empty
- Other scouts avoid him (uncanny valley effect)
- Morrison watches him with grief: "I let this happen"
- DARPA scans him: "Complete integration with loop structure—he's part of the mechanism now"
Background Scouts (1-2 MP):
- Most are nearly hollow
- Blank stares, minimal responses
- Follow instructions but no personality
- A glimpse of the future if counselors fail
DARPA Team Dynamics:
Agent Reeves (remembers fragments):
"I remember a bunker. My brother's name. You know something—I can see it in your eyes. Tell me."
If Counselors Ally with Reeves:
- She shares resources, authority, protection
- Helps access bunker again
- Personal mission: find/free Michael
- Willing to sacrifice herself if necessary
If Counselors Distrust Reeves:
- She investigates independently
- Discovers shutdown attempts, might interfere
- Orders could change to "contain all witnesses" if situation seems uncontrollable
Dr. Chen (remembers clearly, actively hostile):
Chen has set up a portable lab near the mess hall. He's studying the temporal field, modeling it, learning to predict and manipulate it.
"I won't let you destroy this. Project Hourglass is humanity's greatest achievement. Infinite time. Infinite chances. Yes, the children suffer—briefly—but then they stabilize. They become eternal. We all do."
If confronted about ethics: "I'm dying. Six months. This loop is my salvation. I'll protect it with everything I have."
Chen's Sabotage:
- Will try to prevent bunker access
- Might warn the engine (interact with terminal) to strengthen defenses
- Could attempt to trap counselors in temporal distortion
- Smart, resourceful, desperate—dangerous combination
How to Handle Chen:
- Convince him (difficult): "You'll loop forever at exactly this age, this health—your cancer never advances, but you also never heal"
- Restrain him (requires DARPA help): Reeves can detain him if counselors explain his sabotage
- Avoid him (easier): Work around him, keep plans secret
- Use him (risky): His expertise is valuable if counselors can manipulate his cooperation
Specialists Rodriguez & Kowalski:
- Follow Reeves' orders
- Rodriguez is sympathetic: "These kids are in trouble. We should help."
- Kowalski is pragmatic: "Our mission is containment. We extract intel and secure the site."
- Might split depending on Reeves' choices
Decision Point: The Plan for Loop 5:
Counselors must choose their approach:
Option A: Consolidate Eleanor (Permanent Solution)
- Use Sarah to draw all 4,783 Eleanor fragments into one image
- Risky: Might fragment Sarah instead
- Time-consuming: Requires accessing bunker, reaching terminal, completing consolidation ritual
- Result if successful: Eleanor freed, loop ends permanently, everyone (including scouts) saved
- Result if failed: Sarah becomes fragmented, loop continues, lose more time
Option B: Manual Override Sacrifice (Immediate Solution)
- Someone enters engine core, becomes new anchor
- Fast: Can be done this loop if bunker is accessed
- Cost: Sacrificed person trapped forever
- Who volunteers?: Reeves (find brother), Rodriguez (soldier's duty), Morrison (atonement), counselor PC (heroic), Chen (perverse immortality)
- Result: Loop ends immediately, scouts freed, heavy emotional cost
Option C: Continue Gathering Information (Delay)
- Not enough info yet, need more loops
- Safe: No major risks this loop
- Cost: Scouts deteriorate further—Doc, Lisa, Tommy, or Sarah likely hollow by Loop 6-7
- Result: Better prepared for Session 2, but scouts suffer
Option D: Attempt Both (Split Party):
- Some counselors work on Eleanor consolidation
- Others prepare sacrifice backup plan
- Efficient: Cover both options
- Risky: Divided attention, might fail both
- Result: Flexible, but complicated
Pacing Notes:
- This scene is emotionally heavy—spend time with each featured scout
- Let players grieve for what's being lost
- Establish clear stakes: make a choice now or lose the scouts
- Don't rush the decision—this is Session 1's climax setup
- Move to Scene 2 when plan is set
- Type: Mental / Willpower
- Check: GRIT (difficulty 12) - very difficult
- Success: PC holds onto hope despite Billy's hollowness and other scouts fading; maintains determination; provides emotional anchor for remaining scouts; +1 to CHARM checks with scouts this scene
- Partial: PC is shaken but functional; hope wavers but doesn't break; can continue but carries visible emotional burden; scouts notice PC's distress
- Failure: PC is devastated by the sight of hollow scouts; openly shows despair; scouts lose hope seeing counselor's reaction; -1 to all checks involving scout morale for rest of loop; Doc, Lisa, or Tommy may give up
- Type: Planning / Strategy
- Check: BRAINS (difficulty 11, Group Check) - difficult
- Success: PCs create comprehensive plan accounting for Eleanor consolidation OR sacrifice options; anticipate Chen's interference; identify 3:47 PM temporal weak point; have contingencies ready; clear action steps established
- Partial: Plan has major components but gaps in execution; overlook Chen's sabotage potential OR miss timing window importance; workable but requires improvisation
- Failure: Plan is incomplete or flawed; major oversight (forget about Chen, wrong timing, insufficient resources); must adapt on the fly in Scene 2; -2 to first check in bunker
- Type: Social / Leadership
- Check: CHARM (difficulty 11) - difficult
- Success: Doc, Lisa, Tommy, and Sarah commit fully to the plan; share their insights and skills; work as effective team despite memory loss; scouts trust counselors completely; +1 to all scout assistance rolls this loop
- Partial: Scouts agree to help but with hesitation or fear; cooperation is uncertain; may freeze or fail at critical moments; no bonus but no penalty
- Failure: Scouts are too traumatized or fragmented to help effectively; Doc withdraws into confusion; Lisa can't focus; Tommy paralyzed by fear; Sarah doubts her role; scouts provide no meaningful assistance this loop
Transition:
It's 11:30 AM. The scouts are scattered across camp—some doing activities mechanically, others sitting blank-eyed, Sarah drawing obsessively, Billy empty.
You have a plan. Maybe it's consolidating Eleanor through Sarah. Maybe it's preparing a sacrifice. Maybe it's something else.
Agent Reeves is with you (or against you, depending).
Dr. Chen is working against you.
The scouts have 12 hours and 17 minutes before the next reset.
Most of them won't survive another loop as themselves.
Time to act.
Scene 2: The Consolidation Attempt (11:30 AM - 3:47 PM)
Location: Bunker, Sarah's location, throughout camp
Duration: 30-40 minutes
NPCs Present: Varies by plan
Mood: Desperate action, racing against time, hope and fear
Opening Boxed Text (if pursuing Eleanor consolidation):
Sarah sits in the mess hall, surrounded by her drawings. Charcoal and pencil cover every surface—tables, walls, floor. Images of Eleanor from 4,783 loops, each one slightly different, each one a fragment.
"I can feel her," Sarah whispers. "She's in all of them. Scattered. Broken. She wants to be whole again. She's been trying for fifteen years."
Doc stands with her (if he's still coherent): "Temporal consolidation. Bringing scattered consciousness into singular point. Theory is sound. But Sarah... you're the anchor. It might..."
He doesn't finish. He doesn't need to.
Sarah looks at you. "If I do this—if I draw her all together—I might become like her. Scattered. But if I don't, we stay trapped forever. And I forget anyway, right? In two more loops?"
She's 4-5 MP. She's running out of time.
"Tell me what to do."
GM Guidance:
Setup:
- This scene varies dramatically based on counselors' chosen plan
- Three major paths: Consolidation, Sacrifice Prep, or Both
- High tension, high stakes, time pressure
- This is where Session 1 can "succeed" or "fail" (though failure leads to Session 2)
Path A: Eleanor Consolidation Through Sarah:
What's Required:
- Sarah must draw the "complete" Eleanor—all 4,783 fragments in one image
- Drawing must be done in temporally significant location (bunker near engine, or temporal weak point)
- Ritual/process to "pull" Eleanor's consciousness into the drawing
- Risk: Sarah's consciousness might fragment in Eleanor's place
Step 1: Preparing Sarah (11:30 AM - 12:30 PM):
You explain the plan to Sarah. She nods, understanding despite her fragmenting mind.
"I've been drawing her for five loops. I know her face better than my own now. I can do this."
But Lisa steps forward (if still coherent): "What happens to Sarah?"
Doc (if still coherent): "Theoretically, Sarah replaces Eleanor as the paradox. She fragments, Eleanor consolidates. Conservation of temporal mass."
Tommy: "So we're trading Sarah for Eleanor? That's not saving anyone!"
Counselors' Choice:
- Proceed with Sarah: She volunteers, accepts risk
- Find alternative: Use something else as anchor (counselor volunteers their consciousness, use Chen's equipment, etc.)
- Abandon plan: Too risky, try something else
If Sarah Proceeds:
Sarah gathers her materials—charcoal, pencils, paper. But they're not enough.
"I need something permanent. Something that exists outside the loop."
Doc: "The bunker walls. They've existed since 1952. They're outside loop resets."
Sarah: "I'll draw on the walls. The engine room itself. Make Eleanor permanent."
Step 2: Accessing the Bunker (12:30 PM - 1:30 PM):
If DARPA Helps:
- Reeves authorizes: "We're doing this. Everyone, bunker access, now."
- Rodriguez and Kowalski use remaining explosives to clear any remaining wall
- Quick access, professional, safe
If DARPA Opposes:
- Chen blocks: "I won't let you destroy the loop!"
- Counselors must bypass DARPA (sneak in, distract them, restrain Chen)
- Slow access, risky, complications
If No DARPA Involvement:
- Counselors and scouts work alone
- Use previous breach from Loop 4 (wall is already damaged)
- Moderate difficulty
Reaching Engine Room:
- Temporal defenses active (time acceleration, distortions, ghosts)
- Sarah must be protected (she's fragile, 4-5 MP, essential to plan)
- Featured scouts can help (Doc provides guidance, Lisa organizes effort, Tommy provides courage)
Step 3: The Drawing Ritual (1:30 PM - 3:47 PM):
The bunker is chaos. Blue light pulses from the engine. The temporal ghosts flicker—seven scientists trapped in moment of death, including Dr. Vance.
Sarah kneels before the wall, charcoal in hand. She begins to draw.
It's not one Eleanor. It's thousands. Overlapping, fragmenting, all different ages, all different expressions—screaming, crying, laughing, silent. Fifteen years of a little girl trapped in hell.
As Sarah draws, something happens.
The ghosts react. Dr. Vance flickers into focus: "Eleanor? You're bringing her back?"
The engine's humming changes pitch. The blue light focuses on Sarah's drawing.
Eleanor begins to appear—not as ghost, but as something real. Consolidating. Forming. Becoming whole.
The Consolidation Process:
Sarah draws for two hours (game time: 10-20 minutes real time). During this:
Complications:
-
Chen Interferes:
- Tries to stop the drawing: "You'll destroy everything!"
- Counselors must restrain or convince him
- If he succeeds: Drawing is disrupted, must restart (lose time)
-
Temporal Defense Surge:
- Engine fights back: distortions intensify, ghosts become hostile
- Someone must protect Sarah while she works
- Risk of injury, temporal shock, early reset trigger
-
Sarah Begins to Fragment:
- As Eleanor consolidates, Sarah starts to fade
- She flickers, becomes translucent, speaks in echoes
- "I can feel it... I'm spreading... across time... it hurts..."
- Counselors must choose: Stop now (incomplete) or continue (lose Sarah)
-
3:47 PM - Temporal Weak Point:
- Lisa's discovery is correct: at 3:47 PM, temporal field weakens
- Perfect timing: if Sarah completes drawing at exactly 3:47, consolidation succeeds with minimal risk
- But: Chen's interference or other complications might make them miss the window
- If timing is wrong: Sarah fragments OR Eleanor doesn't fully consolidate
Critical Choice at 3:30 PM:
Sarah is fading. The drawing is 90% complete. Eleanor's form is almost solid—you can see her, a 12-year-old girl in 1952 clothes, eyes wide with hope and terror.
But Sarah is flickering. Becoming a ghost. Trading places.
Doc (if still coherent) screams: "Stop! She's fragmenting!"
Lisa (if still coherent): "Sarah, stop! Come back!"
Tommy: "We can't lose her! Not Sarah!"
Sarah, barely visible: "I'm... almost... done... Eleanor... can be... free..."
You have 17 minutes until 3:47—the perfect moment.
What do you do?
Options:
A: Let Sarah Finish (Noble Sacrifice):
- Sarah completes drawing at 3:47 PM
- Eleanor fully consolidates, becomes real, paradox resolved
- Sarah fragments, becomes temporal ghost
- Loop shutdown initiates
- Result: Loop breaks, everyone freed except Sarah (she's now the ghost)
B: Pull Sarah Back (Save Her):
- Stop drawing at 95%, prevent Sarah's fragmentation
- Eleanor partially consolidates but not enough
- Paradox remains, shutdown incomplete
- Result: Sarah saved, but loop continues, must try again in future loops (Session 2)
C: Sacrifice Counselor Instead (Heroic):
- Counselor physically enters the drawing, offers their consciousness instead
- Sarah stops fragmenting, counselor fragments
- Eleanor consolidates, loop ends
- Result: Loop breaks, everyone freed except sacrificed counselor (PC becomes ghost/echo)
D: Sacrifice Chen (Poetic):
- Force Chen into the drawing (he's been sabotaging)
- He fragments, Sarah saved, Eleanor consolidates
- Chen gets his "immortality"—as scattered ghost
- Result: Loop breaks, everyone freed, Chen gets twisted version of wish
E: Find Alternative Anchor (Creative):
- Use Morrison (willing to atone), Reeves (save brother), Rodriguez (soldier's duty), or Billy (already hollow—nothing to lose)
- Depends on player creativity and NPC availability
- Result varies by who's chosen
Path B: Manual Override Sacrifice Preparation:
If Counselors Choose Sacrifice Path Instead:
The bunker terminal displays the option:
MANUAL OVERRIDE: PHYSICAL PRESENCE AT CORE REQUIRED WARNING: OVERRIDE OPERATOR WILL BECOME TEMPORAL ANCHOR WARNING: IRREVERSIBLE WARNING: OPERATOR CONSCIOUSNESS WILL FRAGMENT ACROSS TIME
"Someone has to go in," Reeves says quietly. "Into the engine core. Replace Eleanor. Hold the system stable while it shuts down."
"How long would they be trapped?" you ask.
Dr. Vance's ghost flickers: "Forever. Or until the engine fails. Decades. Centuries. Alone in the light."
Who volunteers?
Possible Sacrifices:
Agent Reeves:
- "I've been searching for Michael for fifteen years. If I can free him, even if I never see him... it's worth it."
- Personal stakes, emotional weight
- Leaves DARPA team without leader
Morrison:
- "I've let this happen for years. Let me make it right. Let me save one group of kids."
- Atonement arc, fitting end
- Least useful character afterward (guilt drives him)
Rodriguez:
- "I'm a soldier. This is what soldiers do. We hold the line so others can escape."
- Heroic duty, selfless
- Kowalski and Reeves respect it, honor it
Dr. Chen (forced):
- "You want immortality? Here it is. Forever in the loop. Alone."
- Poetic justice, dark
- Chen fights back, must be subdued
Counselor PC:
- Player chooses heroic sacrifice
- Massive emotional impact
- GM should allow but make sure player understands consequences
Featured Scout (desperate):
- Sarah or Doc volunteer: "I'm forgetting anyway. At least this way I matter."
- Heartbreaking, counselors should prevent if possible
- Only if counselors truly have no other option
Billy (Already Hollow):
- "He's already gone. At 0 MP, he's integrated. Maybe... maybe he's the perfect anchor."
- Pragmatic but disturbing
- Billy can't consent—ethical nightmare
- But: might work precisely because he's already part of the loop
The Sacrifice Process:
[Chosen person] stands before the engine core. The blue light pulses, ready to receive them.
"Once you enter," Dr. Vance's ghost warns, "you'll exist in all times simultaneously. You'll feel every second of eternity. You'll be alone. But you'll hold reality stable. You'll save them."
[Chosen person] takes a breath.
"Tell them I..." They pause. What do you say when you're about to be erased from time?
They step into the light.
Boxed Text - The Sacrifice:
The engine opens. The spheres within spheres align, creating a passage—a corridor of blue light leading to the core.
[Chosen person] walks forward. Each step ages them, de-ages them, shows them at every moment of their life simultaneously. Child, teenager, adult, elder, infant, corpse, all at once.
They reach the center.
They become the center.
The engine stabilizes. The humming becomes harmonic. The blue light softens.
The terminal screen flashes:
MANUAL OVERRIDE: ACCEPTED NEW ANCHOR: ESTABLISHED EMERGENCY SHUTDOWN: INITIATING LOOP COLLAPSE: 10... 9... 8...
"Run!" someone shouts.
If Sacrifice Succeeds:
- Loop begins immediate controlled shutdown (not reset)
- Everyone must evacuate bunker (collapsing)
- World starts to "unfreeze"—time moves forward past 11:47 PM for first time in loops
- Result: Session 1 ends with loop breaking, scouts saved, heavy cost paid
Path C: Both Approaches Simultaneously:
Split Party:
- Some counselors/NPCs work on Eleanor consolidation
- Others prep sacrifice as backup
- Coordination challenge: both groups need updates
- Time pressure: doing both means divided attention
If Both Attempted:
- Eleanor consolidation at 3:47 PM deadline
- Sacrifice prep as fallback if consolidation fails
- Dramatically tense: two plans running simultaneously
- Outcome depends on timing and dice rolls (if using mechanics)
Regardless of Path - Temporal Disturbances Increase:
As 3:47 PM Approaches:
- Reality breaks down further
- Scouts who are in bunker see impossible things:
- Their own ghosts from future loops
- Michael Reeves as temporal echo
- The moment the facility was sealed in 1952
- Themselves at 0 MP, hollow, walking through walls
Featured Scouts' Final Moments of Clarity (if present):
Doc (4-5 MP → degrading to 2-3 MP):
"I understand it now. Just for a moment. The math. The equations. It's beautiful. It's terrible. I wish I could remember this."
Lisa (3-4 MP → degrading to 1-2 MP):
"I made a list. A list of... of... I forgot what the list was for. But it felt important. You're on it. I think you're important."
Tommy (4-5 MP → degrading to 2-3 MP):
"I'm scared. But you're here. That makes it okay. I don't know why you make it okay, but you do."
Sarah (if fragmenting from consolidation):
"I can see everything. Every loop. Every version. It's beautiful. Don't be sad. I'm everywhere now. I'll always be everywhere."
Billy (0 MP, if used as sacrifice):
No words. But for just a moment—one brief flash—his eyes focus. He sees you. He smiles. Then he's gone into the light. Did he understand? Did he choose? You'll never know.
Pacing Notes:
- This is the Session 1 climax—spend time on it
- Let players make meaningful choices
- Emotional beats are more important than mechanical success
- Whether consolidation/sacrifice succeeds or fails, transition to Scene 3
- Type: Combat / Protection
- Check: GRIT or FIGHT (difficulty 11) - difficult
- Success: PC successfully shields Sarah from temporal defenses and Chen's interference; Sarah completes drawing uninterrupted; consolidation proceeds smoothly; PC takes minor temporal shock but remains functional
- Partial: PC protects Sarah but takes significant temporal damage; experiences time displacement or injury; -1 to next physical check; Sarah's drawing is briefly disrupted but recoverable
- Failure: PC is overwhelmed by temporal defenses or Chen's sabotage; Sarah is injured or severely disrupted; drawing must restart from critical point; loses 15-20 minutes; may miss 3:47 PM window
- Type: Technical / Timing
- Check: BRAINS (difficulty 13) - very difficult
- Success: PC perfectly times the consolidation or sacrifice to 3:47 PM temporal weak point; field stabilizes optimally; Eleanor fully consolidates OR sacrifice anchors cleanly; shutdown initiates properly
- Partial: Timing is close but not perfect; consolidation is 85-95% complete; Eleanor is mostly whole but some fragments remain; shutdown is incomplete; loop will continue but weakened; sets up Session 2
- Failure: Miss the 3:47 PM window entirely; attempt occurs at wrong time; temporal backlash damages all participants; Sarah fragments without consolidating Eleanor; OR sacrifice fails and person is lost without shutting down loop; catastrophic outcome
- Type: Mental / Willpower
- Check: GRIT (difficulty 12) - very difficult
- Success: PC resists engine's defensive distortions; maintains identity and purpose through temporal chaos; sees own death/future/past but remains grounded; provides stability for others; no Memory Point loss
- Partial: PC is shaken by temporal visions; experiences brief identity confusion or memory loss; loses 1 Memory Point; functional but disturbed; may have nightmares or echoes
- Failure: PC is overwhelmed by temporal defenses; loses 2 Memory Points; experiences severe dissociation; sees themselves hollow, dead, or fragmented; may temporarily forget why they're in bunker; -2 to all checks for rest of scene; requires other PCs to ground them
- Sarah surrounded by drawings of Eleanor from 4,783 loops, at 4-5 MP, volunteers to draw consolidation ritual despite fragmentation risk
- Featured scouts react to Sarah potentially replacing Eleanor as paradox - Tommy protests trading Sarah for Eleanor, Doc explains "conservation of temporal mass"
- Decision to proceed requires accessing bunker - DARPA helps (quick/safe), opposes (Chen blocks, slow/risky), or no involvement (moderate difficulty)
- Sarah draws complete Eleanor on bunker walls (permanent surface outside loop resets) for two hours while engine reacts
- Complications during ritual - Chen interferes, temporal defenses surge, Sarah begins fragmenting as Eleanor consolidates
- 3:47 PM temporal weak point arrives - critical timing window for consolidation or sacrifice attempt to succeed
- Resolution based on success: complete consolidation (Eleanor freed), partial (85-95% complete, sets up Session 2), or failure (catastrophic backlash)
- Clue 1: 3:47 PM Temporal Weak Point - Specific time when loop's temporal field is weakest, perfect timing window for consolidation or sacrifice attempt, miss this and attempt fails catastrophically
- Clue 2: Sarah as Temporal Anchor - Her art persists across loops making her ideal vessel for consolidation, but drawing complete Eleanor means Sarah's consciousness fragments in her place ("conservation of temporal mass")
- Clue 3: Permanent Surface Requirement - Drawing must be on something outside loop resets (bunker walls existing since 1952), temporary surfaces like paper won't hold consolidated consciousness
- Clue 4: Eleanor's Fragmentation Pattern - 4,783 iterations across 15 years, all different ages and expressions (screaming, crying, laughing, silent), consciousness scattered preventing shutdown
- Clue 5: Consolidation Process Mechanics - As Sarah draws for two hours, Eleanor appears becoming real/whole, engine's humming changes pitch, blue light focuses on drawing, Dr. Vance's ghost recognizes daughter returning
- Clue 6: Chen's Opposition Peak - Actively tries to stop consolidation "You'll destroy everything!", sees loop as immortality, will sabotage unless restrained or convinced
- Clue 7: Temporal Defense Escalation - Engine fights back during consolidation: distortions intensify, ghosts become hostile, time acceleration increases, early reset risk, requires someone to protect Sarah
- Clue 8: Partial Success Possibility - 85-95% consolidation means Eleanor mostly whole but fragments remain, shutdown incomplete, loop continues but weakened, sets up Session 2 continuation
Project Hourglass Bunker - Consolidation Ritual Site - Engine room as Sarah attempts to consolidate Eleanor
- Zones: Wall where Sarah draws (becoming covered in thousands of overlapping Eleanor images), engine core (blue light pulsing and focusing on drawing), temporal ghost positions (seven scientists including Dr. Vance flickering), observation area (where counselors protect Sarah), terminal showing system status
- Features: Sarah kneeling before wall with charcoal, thousands of overlapping Eleanor drawings (all different ages and expressions), temporal engine with changed humming pitch, blue light beam focusing on artwork, Dr. Vance's ghost coherently responding, terminal displaying consolidation progress or errors
- Temporal Anomalies: Time moves at 10x speed (two hours of drawing = 20 real minutes), Eleanor becoming visible and solid as drawing progresses, Sarah flickering and becoming translucent (beginning to fragment), temporal defenses surging (hostile ghosts, reality distortions, early reset warnings), 3:47 PM weak point arrival (critical timing window)
- Atmosphere: Desperate hope mixed with terror, Sarah working with fragmented but determined focus, scouts watching their friend potentially sacrifice herself, counselors torn between stopping Sarah and letting her continue, engine fighting back violently, countdown pressure to 3:47 PM window
- Complications Zone: Chen interference point (tries to physically stop or sabotage drawing), temporal defense surge areas (where distortions hit hardest), Sarah's fragmentation progression (becoming translucent, speaking in echoes, spreading across time), protection perimeter where counselors defend ritual
- Critical Moment (3:47 PM): Temporal weak point manifests as visible distortion in bunker, perfect timing produces white light and resolution, early/late timing produces backlash and failure, Eleanor's consolidation completes or fails based on this exact moment
Transition (if consolidation/sacrifice attempted):
3:47 PM.
[Resolution of chosen path]
The engine responds.
The loop responds.
Everything goes white—
Scene 3: The Second Hollow Child and Complications (3:47 PM - 7:00 PM)
Location: Throughout camp, bunker aftermath
Duration: 20-30 minutes
NPCs Present: Survivors of bunker attempt, remaining scouts
Mood: Aftermath processing, new loss, rising dread
Opening Boxed Text (if consolidation/sacrifice failed or partially succeeded):
The white light fades. You're in the bunker still. The engine hums—changed, but not stopped.
Sarah lies on the floor, breathing, solid. The drawing on the wall shows Eleanor—complete, whole, but still trapped in charcoal. Almost freed. Not quite.
Or: The sacrifice entered the core, the countdown began, but something went wrong. The loop adjusted. Adapted. Survived.
The terminal screen shows:
SHUTDOWN: INCOMPLETE ERROR: INSUFFICIENT [VARIABLE BASED ON PATH] LOOP: CONTINUING NEXT RESET: 11:47 PM
You tried. You failed. Or you partially succeeded.
Either way, the loop continues.
It's 4:00 PM. You have 7 hours and 47 minutes until reset.
And above, in the camp, something terrible has happened.
GM Guidance:
Setup:
- This scene only occurs if consolidation/sacrifice fails or partially succeeds
- If players fully succeeded, skip to Scene 4 (Epilogue/Transition)
- This scene introduces second hollow child and complications for Session 2
- Establishes: the stakes are increasing, the cost is mounting, counselors need Session 2 to finish this
The Second Hollow Child:
Who Goes Hollow:
- Most likely: Lisa Chen (3-4 MP → 0 MP from stress of failed attempt)
- Alternative: Doc Henderson or Tommy Reeves (if they were heavily involved in bunker attempt)
- Sarah can't go hollow this loop if she was used in consolidation (she either fragments or survives)
Lisa Chen Goes Hollow:
You return to the surface. The scouts are scattered across camp. Background scouts stare blankly—most are at 0-1 MP now. Billy sits under a tree, empty as always.
But there's someone new with him.
Lisa Chen sits perfectly still, hands folded in her lap. Her organizational lists lie scattered around her, abandoned. Her eyes are empty.
Doc (if still coherent) kneels beside her. "Lisa? Lisa, can you hear me?"
She looks at him. Through him. No recognition.
"Hello," she says politely. "I'm Lisa. What's your name?"
She's gone. The girl who organized everything, who held everyone together, who tried so hard to remember.
She's hollow now.
Impact of Second Hollow Child:
On Doc (if still coherent at 2-3 MP):
- Breaks down completely: "We're all going to be like them. Like Billy. Like Lisa. Empty."
- Becomes fatalistic or desperately driven
- Asks counselors: "How many loops do I have? How long until I'm gone?"
On Tommy (if still coherent at 2-3 MP):
- Stops pretending to be okay
- Clings to counselors, terrified
- "I don't want to forget. I don't want to be nothing. Please don't let me be nothing."
On Sarah (if still conscious at 2-4 MP):
- Draws Lisa's hollow state
- "She's still in there. I can see her. All the Lisas from all the loops. Trapped inside the empty shell."
- This is either hopeful (she can be recovered) or horrifying (she's aware but can't communicate)
On Remaining Background Scouts (0-2 MP):
- Most are hollow or nearly hollow
- Only a handful still have fragments of personality
- Camp feels empty, haunted
- Only featured scouts and counselors have any real presence left
On Morrison:
Morrison sees Lisa. Sees Billy. Sees the dozen background scouts with empty eyes.
"This is my legacy. Children I turned into ghosts. God forgive me."
If counselors don't stop him: Morrison attempts to destroy the engine (suicide mission) If stopped: He breaks entirely, catatonic with guilt
On Agent Reeves:
"These are kids. Twelve years old. They should be learning, growing, living. Instead they're... they're disappearing right in front of us."
She confronts counselors: "We end this. Next loop. No matter what it takes. Even if we all have to walk into that engine ourselves."
Complications for Session 2:
Complication 1: Chen's Sabotage Escalates:
Dr. Chen has been busy during your bunker attempt. He's modified the temporal field using his equipment.
"I've stabilized the loop," he announces proudly. "Fed energy from my portable reactor into the engine. It won't shut down now. It can't. It'll run for another fifteen years. Long past my natural death. I'm immortal now."
He's made the loop stronger. Harder to break.
Result:
- Future shutdown attempts require overcoming Chen's modifications
- Chen must be stopped before loop can end
- Potential paths: Convince him to undo it, destroy his equipment, force him into sacrifice
Complication 2: Temporal Distortions Worsen:
Because of the failed shutdown attempt, the engine is stressed:
New Distortions:
- Time skips: Suddenly it's 6:00 PM, no one remembers 4:00-6:00 PM
- Temporal duplicates: People exist in two places at once
- Age shifting: Scouts flicker between ages 5, 12, 18, 60
- Reality tears: Cracks in the air showing other timelines, other loops
- Voices from other loops: Hear yourself from Loop 3, 6, 10, 47...
Most Disturbing:
- Counselors see themselves hollow in future loops
- Glimpses of loops 4,784, 4,785, etc.—the future if they fail
- Everyone is hollow eventually, empty camp repeating forever
Complication 3: Eleanor's Partial Manifestation:
If consolidation was attempted but incomplete:
Eleanor is more real now. Not a ghost—something in-between. She can speak, interact, but she's still fragmented.
"You almost saved me," she says. Her voice echoes from multiple times. "I felt it. I was almost whole. Try again. Please try again."
But her presence is unstable. She causes distortions just by existing. Her partial consolidation is making the loop worse.
Result:
- Eleanor is now active NPC (can help or hinder)
- Her partial state creates problems
- Must be fully consolidated in Session 2 to prevent catastrophic distortions
Complication 4: Michael Reeves Appears:
In the chaos of the failed shutdown, something else manifested. A teenage boy, translucent, wearing a 1962 Junior Braves uniform.
Agent Reeves sees him and screams: "MICHAEL!"
The boy—Michael Reeves—looks at her with confused eyes. "Sarah? You're... you're grown up. How are you grown up? It was just yesterday I left for camp..."
He's been looping since 1962. Five years trapped. He doesn't know it's been fifteen years outside.
Impact:
- Reeves becomes even more determined to break loop (personal stakes maximum)
- Michael has information from 1962 loops (different phase of the experiment)
- Tommy meets his uncle (emotional moment)
- Michael is another fragmented consciousness that needs consolidation
Decision Point: How to Spend Remaining Time:
Option A: Try Again Immediately:
- Attempt another consolidation/sacrifice before reset
- Risky: Exhausted, complications, limited time
- Determined: "We can't waste another loop"
Option B: Prepare for Next Loop:
- Accept this loop is lost
- Document everything, make plans, set up for Session 2
- Strategic: Better prepared, but scouts deteriorate more
Option C: Comfort the Scouts:
- Spend final hours with remaining coherent scouts
- Last chance for meaningful interactions before they hollow
- Emotional: Relationships over solutions
Option D: Confront Chen:
- Stop his sabotage, destroy modifications
- Difficult: He's entrenched, protected, smart
- Essential: Can't win without removing his interference
Pacing Notes:
- This scene establishes Session 2 complications
- Let players process failure (if they failed) or partial success
- Introduce new NPCs (Eleanor partially, Michael if relevant)
- Build toward Session 1 finale
- Move to Scene 4 for loop resolution
- Type: Investigation / Search
- Check: BRAINS (difficulty 10, Group Check)
- Success: PCs locate all three shutdown code fragments scattered across camp and bunker (Dr. Vance's notes, Eleanor's hidden message, 1962 documentation); pieces fit together to reveal complete shutdown sequence; clear path forward for Session 2
- Partial: Find 2 of 3 code fragments; have most of the shutdown sequence but missing critical component; can still proceed but with higher difficulty in future attempts; must find last piece in Session 2
- Failure: Only find 1 or 0 code fragments; shutdown sequence remains incomplete; may waste time in Session 2 searching; or worse, attempt shutdown with wrong codes causing catastrophic temporal backlash
- Type: Investigation / Puzzle
- Check: BRAINS (difficulty 11) - difficult
- Success: PC successfully decodes Eleanor's fragmented message left across multiple loops; learns the true nature of her entrapment; discovers she's been trying to communicate shutdown instructions for 15 years; gains +2 to Eleanor consolidation attempts
- Partial: Decode parts of Eleanor's message; understand she's been trying to help but miss key details; unclear whether she wants consolidation or sacrifice; no bonus but no misinformation
- Failure: Misinterpret Eleanor's message; think she's warning against shutdown OR believe she wants something she doesn't; may lead to wrong approach in Session 2; -1 to Eleanor-related checks due to false assumptions
- Type: Investigation / Comprehension
- Check: BRAINS (difficulty 9)
- Success: PC fully comprehends what Dr. Vance did in 1952 and why; understands the mechanics of becoming temporal anchor; learns how to replicate (for sacrifice path) or avoid (for consolidation path); gains crucial strategic knowledge for final confrontation
- Partial: Understand the basics of Dr. Vance's sacrifice but not the nuances; know someone can become anchor but unclear on exact requirements or consequences; can attempt sacrifice but with uncertainty
- Failure: Misunderstand Dr. Vance's actions; think sacrifice is only option OR think it's impossible; miss critical warnings about temporal anchoring risks; if attempt sacrifice, may trap person without shutting down loop
Transition:
The sun is setting. The camp is a graveyard of empty children and desperate adults.
Billy, Lisa, and most background scouts: hollow. Doc, Tommy, Sarah: hanging on by threads (2-4 MP). Eleanor: partially real, partially ghost. Michael: newly manifested, confused. Chen: entrenched, sabotaging. Reeves: determined. Counselors: exhausted.
You have 4 hours and 47 minutes until reset.
What do you do with the time you have left?
Scene 4: The Fifth Reset and Session Finale (7:00 PM - 11:47 PM + Session Conclusion)
Location: Various, ending at reset moment
Duration: 20-30 minutes
NPCs Present: All remaining characters
Mood: Exhaustion, grim determination, setup for Session 2
Opening Boxed Text:
Dinner is quiet. The mess hall holds forty-eight bodies, but only a handful of people. The hollow scouts eat mechanically. The nearly-hollow stare at their food. The counselors and aware NPCs sit together, exhausted beyond words.
Doc (if still coherent at 2-3 MP) is writing on his arms again. More notes. More desperate attempts to hold onto information he'll forget.
Tommy (if coherent) leans against a counselor, seeking comfort. "Tell me a story," he whispers. "Something I can hold onto. Please."
Sarah (if coherent and not fragmented) draws one more picture: all of you, together, with the caption "REMEMBER WHO WE WERE."
Billy and Lisa sit together, hollow shells, no thoughts behind their eyes.
Outside, the sun sets in brilliant colors. The same sunset as always. The same beautiful sky that marks the end of another loop.
You've tried. You've failed—or come close to success. You've lost scouts, gained allies, made enemies.
Three hours and 47 minutes until reset.
This is the end of Session 1.
GM Guidance:
Setup:
- This is Session 1 finale—wrap up emotional threads, establish Session 2 hooks
- Three possible outcomes:
1. Full Success (rare): Loop broken, scouts saved, Session 2 is epilogue/aftermath
2. Partial Success: Progress made, complications created, Session 2 is completion
3. Failure: Loop continues, scouts deteriorating, Session 2 is desperate final attempt
- Most likely outcome is Partial Success (narratively satisfying, creates Session 2 stakes)
Outcome Path 1: Full Success (Loop Broken):
If Consolidation/Sacrifice Fully Succeeded Earlier:
At 11:47 PM, the humming doesn't crescendo. It fades.
The blue light dims. The temporal field collapses. The engine powers down.
11:48 PM.
A minute that shouldn't exist. A minute beyond the loop.
The clocks keep moving. 11:49. 11:50. Midnight.
July 17th, 1967.
You did it. The loop is broken.
What Happens:
To Hollow Scouts:
- Billy and Lisa and background scouts remain hollow (damage is permanent)
- Or: They slowly begin to remember (kindest outcome, GM's choice based on players' heroism)
- "Billy blinks. Looks at his hands. Whispers: 'I... I remember. I was scared. You helped me. I remember.'"
To Remaining Scouts:
- Doc, Tommy, Sarah retain their memories
- They remember all five loops clearly (trauma but also growth)
- They're changed—wiser, sadder, bonded to counselors forever
To Eleanor:
- Freed from loop, appears as real 12-year-old girl from 1952
- 15 years of life to catch up on
- Reunites with Agent Reeves (bittersweet—her father is gone)
To Michael (if manifested):
- Freed, but he's lost 5 years
- Reunites with Sarah Reeves (his sister)
- Meets Tommy (his nephew, nearly same age now)
To Sacrificed Person:
- Remains in engine as anchor
- Loop is broken, but they're still trapped
- Final words: "I can feel time moving again. I held it. Long enough for you to escape. Thank you for letting me matter."
- Heartbreaking but heroic
To Camp:
- Government seals the area
- Camp Moonshade closed permanently
- Junior Braves organization continues elsewhere
Session 1 Ends: Move to epilogue, possibly Session 2 as aftermath/healing session
Outcome Path 2: Partial Success (Most Likely):
If Progress Was Made But Loop Continues:
11:47 PM.
The humming becomes a scream. The blue light erupts. The reset begins.
But it's different. The consolidation changed something. The sacrifice attempt damaged something. The engine is wounded.
The reset stutters. Flickers. Almost fails—
—but completes.
It's morning again. Loop 6 begins.
But you're so close. You can feel it. One more session. One more push.
What's Different Going into Session 2:
Positive Changes:
- Eleanor is partially consolidated (easier to finish in Session 2)
- Chen's modifications are known (can be countered)
- Reeves is fully allied (Michael's manifestation sealed her loyalty)
- Shutdown method is proven (just needs refinement)
- Scouts' deterioration is slowed by counselors' efforts (bought time)
Negative Changes:
- Two scouts hollow (Billy, Lisa)
- Remaining scouts at critical levels (1-3 MP)
- Temporal distortions severe
- Chen entrenched
- Time pressure maximum
Session 1 Ends:
"We'll continue this story in Session 2. You've learned what you need to break the loop. Now you have to execute it under the worst possible conditions. The scouts are nearly gone. The camp is breaking. Chen is against you. But you know the path forward."
"Take a break. When we return, it's Loop 6—and the final push."
Outcome Path 3: Failure (Rare but Possible):
If Players Made No Progress or Critical Mistakes:
11:47 PM. The reset happens exactly as before. No changes. No progress.
Loop 6 begins.
Doc is hollow now. Or Tommy. Or Sarah. One more gone.
The counselors are losing. The scouts are disappearing.
But they can't give up. Not while there's still anyone left to save.
Session 1 Ends:
"You're facing disaster. The scouts are almost gone. But you still have time. Session 2 is your last chance. What will you sacrifice? How far will you go? Let's find out next time."
Final Scene: The Campfire That Never Was:
Regardless of outcome, include this emotional beat:
In your mind—or perhaps in a pocket of time outside the loop—you see them. All of them.
Doc, brilliant and curious, teaching the younger scouts about stars. Lisa, organizing a perfect camp, everyone working together. Tommy, telling jokes that actually make people laugh. Sarah, drawing happy pictures, portraits of friends. Billy, brave despite his fear, holding hands with someone he trusts.
The scouts as they should be. As they were in Loop 1. As they could be again.
This is what you're fighting for.
Not to stop a machine. Not to break a loop.
To give these kids their lives back.
Whatever it takes.
Session 1 Ends
GM Wrap-Up:
- Thank players for emotional investment
- Highlight memorable moments
- Preview Session 2: "Next time, we finish this. One way or another."
- Leave them wanting more
- Type: Mental / Moral
- Check: GRIT (difficulty 12) - very difficult
- Success: PC comes to terms with the reality that someone may need to be sacrificed to break the loop; maintains moral clarity and compassion while accepting hard truth; can make difficult choice without being destroyed by guilt; prepared to volunteer or accept volunteer with grace
- Partial: PC intellectually accepts sacrifice may be necessary but emotionally struggles; will hesitate or second-guess at critical moment; functional but carries heavy burden; may need support from other PCs
- Failure: PC cannot accept sacrifice as option; either refuses entirely (limiting strategic options) or accepts but is morally devastated; may break down emotionally; -2 to all checks in Session 2 involving sacrifice decisions; or conversely becomes too willing to sacrifice others without proper weight
- Type: Planning / Strategy
- Check: BRAINS (difficulty 10)
- Success: PC uses remaining time to prepare comprehensively for Session 2; identifies resources needed, anticipates obstacles, creates contingency plans; has clear action sequence ready; +1 to first three checks in Session 2 Loop 6
- Partial: Basic preparation completed; have general plan but missing details; some resources gathered but not optimally; can proceed but without significant advantage
- Failure: Exhaustion and despair prevent effective preparation; enter Session 2 unprepared; miss critical resources or planning steps; -1 to all BRAINS checks in early Session 2 due to poor setup
- Type: Social / Emotional Support
- Check: CHARM (difficulty 12) - very difficult
- Success: PC provides meaningful comfort to Doc, Tommy, and Sarah despite knowing they may not survive as themselves; offers hope without false promises; creates genuine moment of connection and peace; scouts enter Loop 6 with +1 Memory Point (temporary buffer); scouts trust counselors completely in Session 2
- Partial: PC tries to comfort scouts but struggle to find right words; comfort is present but scouts remain frightened and uncertain; no Memory Point bonus but relationship maintained
- Failure: PC is too devastated or disconnected to provide comfort; scouts feel abandoned or sense counselors have given up; scouts lose 1 additional Memory Point from despair; may not cooperate fully in Session 2; or PC gives false hope that will make eventual loss more traumatic
Session 1 Conclusion: GM Debrief
What Players Should Know by End of Session 1
✅ Loop Mechanics Fully Understood:
- 15 hours 47 minutes (8:00 AM - 11:47 PM)
- Counselors remember, scouts forget (Memory Point system)
- Temporal barrier prevents escape
- Engine beneath mess hall is source
- 4,783+ loops have occurred over years
✅ Project Hourglass Complete Picture:
- 1952 U.S. Army temporal research facility
- Dr. Helena Vance, lead scientist
- Eleanor Vance, her daughter, trapped during test
- Facility sealed with Eleanor inside
- Emergency containment protocol: loop until all witnesses forget
✅ Shutdown Methods Identified:
- Shutdown codes: "VANCE-7-ECHO / HOURGLASS-52-DELTA / ELEANOR-LIVED"
- Requires: Eleanor consolidation OR manual override sacrifice
- Eleanor consolidation: Use Sarah's temporal anchor ability to unify 4,783 fragments
- Manual override: Someone enters core, becomes new anchor, holds system while it shuts down
✅ Key NPCs and Allegiances:
- Agent Reeves: Ally (personal stake: Michael)
- Dr. Chen: Antagonist (wants loop to continue, terminal illness)
- Rodriguez: Potential ally/sacrifice
- Kowalski: Neutral, follows orders
- Morrison: Broken, seeking atonement
- Eleanor: Victim, fragmented, key to solution
- Michael Reeves (if manifested): Victim, motivation for Reeves and Tommy
✅ Scout Status (End of Loop 5):
- Billy Holloway: Hollow (0 MP)
- Lisa Chen: Hollow (0 MP) - if second hollow child
- Doc Henderson: Critical (2-3 MP)
- Tommy Reeves: Critical (2-3 MP)
- Sarah Kim: Critical (2-4 MP, possible fragmentation)
- Background Scouts: Mostly hollow (0-2 MP)
✅ Complications for Session 2:
- Chen's modifications strengthened loop
- Multiple hollow scouts
- Temporal distortions severe
- Eleanor partially consolidated (unstable)
- Time running out (scouts won't last many more loops)
Session 1 Pacing Summary
Total Session Time: 3-4 hours
Loop 1: 45-60 min (establish normal, build relationships, reset shock)
Loop 2: 40-50 min (discovery, investigation, barrier test)
Loop 3: 50-60 min (deep investigation, Billy hollow, codes found, government arrival)
Loop 4: 45-55 min (DARPA dynamics, bunker breach, shutdown attempt)
Loop 5: 50-70 min (consolidation/sacrifice attempt, second hollow child, finale)
Breaks: 10-15 minutes total (suggested after Loop 3)
Emotional Arcs Completed
Counselors:
- Shock → Understanding → Determination → Desperation
- Built deep bonds with scouts (now tragically lost or fading)
- Understand the cost of failure (hollow children)
- Ready to sacrifice anything to break loop
Scouts:
- Normal kids → Confused → Scared → Fragmented → Hollow (some)
- Doc: Curiosity → Frustration → Acceptance → Despair
- Lisa: Organization → Confusion → Loss of self → Hollow
- Tommy: Humor → Fear → Raw emotion → Clinging to connections
- Sarah: Quiet observation → Temporal awareness → Potential fragmentation
- Billy: Fear → Trust → Hollow emptiness
NPCs:
- Reeves: Professional → Personal → Desperate ally
- Chen: Curious → Obsessed → Antagonist
- Morrison: Denial → Guilt → Broken atonement
- Eleanor: Ghost → Victim → Key to solution
Session 1 Success Metrics
Minimal Success:
- Players understand loop mechanics
- Have identified one shutdown method
- Lost some scouts but not all
- Ready for Session 2
Good Success:
- Players have both shutdown methods
- Strong alliance with Reeves
- Most featured scouts still conscious
- Clear plan for Session 2
- Emotional investment high
Excellent Success:
- Made progress on consolidation or sacrifice
- Chen's sabotage understood and countered
- Scouts protected as much as possible
- Players deeply engaged emotionally
- Eager for Session 2
Exceptional Success (rare):
- Loop actually broken in Session 1
- Most scouts saved
- Satisfying resolution with appropriate cost
- Session 2 becomes epilogue
Transitioning to Session 2
If Continuing Same Session:
- Take 10-15 minute break
- Let players decompress emotionally
- Recap: "Here's where we are..."
- Jump directly into Loop 6
If Ending Session Here:
- Recap on cliffhanger: "Doc is at 2 MP. Lisa is hollow. The loop continues. How will you save them?"
- Ask players: "What's your priority for next session?"
- Build anticipation: "Session 2 is the finale. Everything you've learned, every sacrifice, every choice—it all comes together. Be ready."
Loop-by-Loop Soundtrack Recommendations
Loop 1: The First Day
- Opening/Bus Arrival: "Summer Camp" (ambient, happy, nostalgic)
- [YouTube Search: summer camp nostalgic music](https://www.youtube.com/results?search_query=summer+camp+nostalgic+music)
- Activities: "1960s Summer" (upbeat, period-appropriate)
- [YouTube Search: 1960s summer instrumental](https://www.youtube.com/results?search_query=1960s+summer+instrumental)
- Growing Unease: "Something's Wrong" (subtle dissonance)
- [YouTube Search: subtle horror ambience](https://www.youtube.com/results?search_query=subtle+horror+ambience)
- Campfire: "Kumbaya My Lord" (traditional, warm)
- [YouTube Search: kumbaya campfire](https://www.youtube.com/results?search_query=kumbaya+campfire)
- The Reset: "Temporal Collapse" (intense, overwhelming)
- [YouTube Search: time loop reset music](https://www.youtube.com/results?search_query=time+loop+reset+music)
Loop 2: Recognition and Testing
- Second Morning: "Déjà Vu" (familiar but wrong)
- [YouTube Search: deja vu unsettling music](https://www.youtube.com/results?search_query=deja+vu+unsettling+music)
- Investigation: "Mystery Unfolds" (tense, investigative)
- [YouTube Search: investigation mystery ambient](https://www.youtube.com/results?search_query=investigation+mystery+ambient)
- Testing Barriers: "Temporal Wall" (frustration, resistance)
- [YouTube Search: invisible barrier sound effect music](https://www.youtube.com/results?search_query=invisible+barrier+sound+effect+music)
- Second Reset: "Again and Again" (resignation, dread)
- [YouTube Search: loop repeat ambient](https://www.youtube.com/results?search_query=loop+repeat+ambient)
Loop 3: Cracks Appear
- Fading Memories: "Forgetting" (melancholy, loss)
- [YouTube Search: memory loss sad music](https://www.youtube.com/results?search_query=memory+loss+sad+music)
- Bunker Discovery: "What Lies Beneath" (ominous, discovery)
- [YouTube Search: underground facility music](https://www.youtube.com/results?search_query=underground+facility+music)
- Billy Goes Hollow: "Empty Shell" (quiet horror)
- [YouTube Search: hollow empty horror ambient](https://www.youtube.com/results?search_query=hollow+empty+horror+ambient)
- Government Arrival: "Authority Arrives" (military, tension)
- [YouTube Search: government military tension music](https://www.youtube.com/results?search_query=government+military+tension+music)
Loop 4: Outside Contact
- DARPA Assessment: "Negotiation" (political, careful)
- [YouTube Search: tense negotiation music](https://www.youtube.com/results?search_query=tense+negotiation+music)
- Breaching Bunker: "The Engine Revealed" (epic, horrific)
- [YouTube Search: lovecraftian horror epic](https://www.youtube.com/results?search_query=lovecraftian+horror+epic)
- Temporal Defenses: "Reality Breaks" (chaotic, dangerous)
- [YouTube Search: reality distortion music](https://www.youtube.com/results?search_query=reality+distortion+music)
- Failed Shutdown: "So Close" (tragic, almost)
- [YouTube Search: almost made it tragic music](https://www.youtube.com/results?search_query=almost+made+it+tragic+music)
Loop 5: Breakthrough and Despair
- Last Morning: "Time Running Out" (desperate urgency)
- [YouTube Search: desperate urgency music](https://www.youtube.com/results?search_query=desperate+urgency+music)
- Consolidation Attempt: "Bringing Her Together" (hopeful but dangerous)
- [YouTube Search: ritual summoning music](https://www.youtube.com/results?search_query=ritual+summoning+music)
- Sacrifice Moment: "Into the Light" (noble, heartbreaking)
- [YouTube Search: heroic sacrifice music](https://www.youtube.com/results?search_query=heroic+sacrifice+music)
- Second Hollow Child: "Another Lost" (grief, loss)
- [YouTube Search: loss grief ambient](https://www.youtube.com/results?search_query=loss+grief+ambient)
- Session Finale: "Until Next Time" (unresolved, anticipation)
- [YouTube Search: cliffhanger ending music](https://www.youtube.com/results?search_query=cliffhanger+ending+music)
GM Troubleshooting Guide
Junior Braves Difficulty Benchmarks
| Difficulty | When to Use | Example Challenge | Success Rate |
|---|---|---|---|
| 5-6 (Easy) | Routine tasks, favorable conditions | Notice obvious clues, comfort a calm scout | ~80% |
| 7-8 (Moderate) | Standard challenges, neutral conditions | Investigate normal scene, calm frightened scout | ~60% |
| 9-10 (Hard) | Difficult tasks, adverse conditions | Notice subtle temporal anomalies, convince scout of loop | ~40% |
| 11-12 (Very Hard) | Expert-level, high pressure | Understand temporal physics, accept horrific loss | ~25% |
| 13+ (Extremely Hard) | Near-impossible, climactic moments | Convince Chen to help, stabilize temporal field, maintain identity | ~15% |
Common Issues and Solutions
Issue: Players want to immediately tell scouts everything in Loop 1
Solution: Let them—scouts believe but are traumatized. This creates different dynamic (scared vs. confused scouts). Adjust memory loss to be more emotionally devastating as scouts forget traumatic truth.
Issue: Players try to leave camp in Loop 1 before investigating
Solution: Allow it—they discover barrier in Loop 1 instead of Loop 2. Accelerates timeline but still works.
Issue: Players focus on one solution and ignore others
Solution: Create obstacles to preferred method (Chen sabotages, equipment fails, timing is wrong) that force them to consider alternatives.
Issue: Players are too cautious, won't take risks
Solution: Accelerate scout memory loss. Make it clear: "Doc is at 3 MP. Next loop, he'll be hollow. This is your last chance to work with him." Force urgency.
Issue: Players are reckless, rush into danger
Solution: Punish with consequences—temporal shock injures PCs, distortions cause permanent stress, rushed attempts fail spectacularly. Make them earn success.
Issue: Too many NPCs to track
Solution: Focus on featured scouts (Doc, Lisa, Tommy, Sarah, Billy) and key adults (Reeves, Chen, Morrison). Make background characters literal background.
Issue: Players don't connect with scouts emotionally
Solution: Force interactions—scouts seek counselors out, ask for help, share fears. Make scouts proactive, not passive.
Issue: Loop feels repetitive
Solution: Montage repeated elements ("You know the morning routine by now—let's skip to the investigation"). Focus on new content each loop.
Issue: Players give up or feel hopeless
Solution: Provide hope—Eleanor appears to encourage them, Reeves pledges support, scouts have moments of clarity that remind counselors why they're fighting.
Issue: Too easy or too hard
Solution: Adjust Memory Point loss rate. If too easy: scouts lose 2-3 MP per loop. If too hard: featured scouts lose 0-1 MP per loop if counselors spend time with them.
Issue: Players want to romance NPCs
Solution: Gently redirect—this is horror, not romance. NPCs can form deep platonic bonds, but romantic subplots distract from core story (saving kids from temporal horror).
Issue: Chen is too annoying
Solution: Let players deal with him decisively—knock him out, lock him up, force him into sacrifice. Don't protect antagonist if players solve the problem.
Issue: Players stuck, don't know what to do
Solution: Eleanor appears with hints, Doc has insight, Reeves suggests next step. NPCs can guide without railroading.
NPC Dialogue Reference
This section provides voice guides and sample dialogues for major NPCs. Use these to maintain consistent characterization and bring NPCs to life at the table.
Camp Director Morrison - Voice Guide
Voice: Gruff but caring, military background showing through. Voice becomes strained and desperate as loops progress. In late loops, quiet and contemplative, considering terrible choices.
Mannerisms: Constantly checks his watch (obsessively in later loops), whistle around his neck he never uses after Loop 1, clipboard with meaningless schedules, stands with hands behind back
Key Phrases: "Not again" (whispered when reset happens), "I won't let them loop one more time," "This is my tenth year running this camp - or is it my tenth thousand?"
Emotional Range: Authoritative → Confused → Desperate → Broken → Resolved (to mercy killing)
Loop 1 - Morning Greeting
Morrison: "Counselors! Good to see you. Let's get these Braves settled in. Orientation's at nine, flag ceremony right after." [Professional, energetic, checking clipboard]
Morrison: [Pauses, glances at watch, frowns] "What time is it? I could swear..." [Shakes head] "Never mind. Full schedule today."
Loop 3 - Breaking Down
Morrison: [Standing by flagpole at 11:00 PM, staring at sky] "Have you ever felt like a day just... doesn't want to end? Like it's stretching, trying to hold on?"
Counselor: [Example: "Director, are you okay?"]
Morrison: [Looks at watch: 11:23 PM] "It's almost time. I don't know for what, but it's almost time." [Voice hollow] "I've run this camp for ten years. Some days—some days I swear I've lived them before."
Loop 5 - Mercy Killing Consideration
Morrison: [Holding rifle, voice quiet and cold] "I've watched them loop six times. Billy went hollow in Loop 3. Lisa in Loop 5. How many more in Loop 7? 8? 12?"
Morrison: "If you can't stop it by tonight, I'll end it. I'll make sure they don't have to loop again. They won't remember. It'll be quick."
[He means it. Morrison is planning murder-suicide if loop doesn't break.]
Loop 7+ - After Being Stopped
Morrison: [Sitting on ground, rifle taken away, crying quietly] "I just wanted them to be safe. That's all I ever wanted. Ten years... every summer... keeping them safe."
Morrison: [Looks up at counselors] "You'd better save them. Because if you don't, I won't be here for Loop 8. I'll walk into the barrier and let it take me."
Agent Sarah Reeves - Voice Guide
Voice: Crisp, professional, military bearing. Speaks in complete sentences. Softens noticeably when discussing her brother Michael. Never uses contractions in official capacity, uses them when emotional.
Mannerisms: Stands at attention even when relaxed, uses titles ("Counselor," "Doctor," "Director"), hand unconsciously hovers near holstered sidearm when stressed, touches her brother's dog tags (worn under shirt)
Key Phrases: "We contain the threat," "My brother Michael disappeared here in 1962," "This is now a federal matter," "I've waited twenty-three years for answers"
Emotional Range: Professional → Conflicted → Vulnerable → Determined → Sacrificial
Loop 4 - First Contact
Reeves: [Steps out of black vehicle, flashes badge] "I am Special Agent Sarah Reeves, Defense Advanced Research Projects Agency. Camp Moonshade is now under federal jurisdiction. You will answer my questions."
Reeves: [Notices counselors' expressions] "You are not surprised to see me. That is... unexpected. How many times has today repeated?"
Counselor: [Example: "This is Loop 4. How do you know about the loops?"]
Reeves: [Face remains neutral but eyes show pain] "My brother Michael disappeared from this camp in 1962. He was twelve years old. DARPA has monitored this location ever since. The temporal readings spiked three days ago. I knew something was happening." [Touches chest where dog tags hang] "I knew he was still here."
Loop 5 - Negotiation
Reeves: "I have orders to contain this threat by any means necessary. That includes... permanent solutions." [Pause] "But I didn't come here to kill children. I came here to find my brother."
Reeves: [Opens briefcase, shows equipment] "DARPA has been developing temporal stabilization technology. We can help you. But I need your cooperation. And I need to know: is Michael Reeves still in there? Is any part of him left after sixty-three years of loops?"
Counselor: [Example: "Eleanor mentioned someone named Michael. She said he's been looping since 1962."]
Reeves: [Closes eyes, takes breath] "Then he's hollow. He's been hollow for decades." [Opens eyes, now using contractions, more vulnerable] "We're saving these kids. We're not letting them become what Michael became. I won't leave another child in this hell."
Loop 6+ - Sacrifice Decision
Reeves: "The consolidation requires a temporal anchor—someone who can stabilize Eleanor across all timelines. I've reviewed the data." [Pause] "It should be me."
Reeves: "I've been connected to this loop since 1962. Michael's DNA, my DNA—we're family. The loop knows me. And unlike you counselors, I'm not essential to the shutdown sequence." [Firm] "I'm the logical choice."
Counselor: [Example: "You'll be trapped here. Forever."]
Reeves: [Small smile] "I've been trapped here for twenty-three years. At least this way, I'll be with Michael. In whatever form he still exists." [Hands over her badge] "Make sure those kids get home. That's an order."
Dr. Marcus Chen - Voice Guide
Voice: Rapid, excited, talks in run-on sentences when enthusiastic about temporal mechanics. Manic energy that borders on unhinged. Coughs occasionally (lung cancer). Voice becomes defensive and desperate when challenged.
Mannerisms: Gestures wildly when explaining concepts, touches equipment lovingly like precious artifacts, takes pills from pocket (pain medication), laughs at inappropriate moments, adjusts glasses constantly
Key Phrases: "Magnificent temporal stability," "Do you understand what we're witnessing?" "Six months to live—unless we loop forever," "This is transcendence," "I won't let you destroy my life's work"
Emotional Range: Enthusiastic → Manic → Defensive → Desperate → (Potentially) Remorseful
Loop 4 - Explaining the Loop
Chen: [Eyes gleaming, gesturing at equipment] "It's beautiful, isn't it? Temporal recursion with stable causality! Do you understand what you're experiencing? True closed timelike curves! Not theoretical—real!"
Chen: [Pulls out medication bottle, takes pills] "They gave me six months. Lung cancer, stage four. Six months to see everything I worked for disappear." [Laughs] "But here? In the loop? I have forever! We all have forever!"
Counselor: [Example: "The scouts are losing their memories. They're being destroyed."]
Chen: [Dismissive wave] "Temporary side effects. Neural patterns adjusting to temporal stress. They'll stabilize eventually. Besides—" [Leans in, intense] "—what's individual memory compared to transcending death itself? We're living the same day eternally. We're immortal!"
Loop 6 - Sabotage Confrontation
Chen: [Cornered, wild-eyed, holding crucial component] "You don't understand! You're trying to kill me! When the loop ends, I go back to dying! Six months turns to five, to four, to zero!"
Chen: [Backing away] "I won't let you. I've sabotaged the power coupling. The shutdown will fail. We'll loop again, and again, and you can't stop it!" [Coughs violently] "You can't take immortality away from a dying man!"
Counselor: [Example: "Look at the scouts! Billy is gone! Lisa is almost hollow! You're killing children!"]
Chen: [Shouts] "Acceptable losses! Every scientific breakthrough requires sacrifice! They're part of something greater!" [Quieter, almost pleading] "Please. I just want more time. Is that so wrong? To want more time?"
Loop 8+ - Potential Redemption
Chen: [Sitting against wall, defeated, watching hollow scout] "Her name was Lisa. Lisa Chen. No relation—different Chen family—but I still noticed her name on the roster."
Chen: [Removes glasses, rubs eyes] "She wanted to be a scientist. She told me that in Loop 2. Asked about my work. She had... potential." [Looks at counselors] "Now she's empty. Because of me."
Counselor: [Example: "You can still help us fix this."]
Chen: [Pulls out component he'd stolen] "The power coupling. You'll need it for the shutdown sequence." [Hands it over] "I thought immortality would give my life meaning. But meaning comes from what we leave behind." [Coughs] "Save them. Let me die having done one good thing."
Alternate Loop 8+ - Unrepentant End
Chen: [Laughing as temporal distortion closes in] "You're shutting it down? You're actually doing it? You fools!"
Chen: [Distortion reaches him, starts to flicker] "When this ends, I have six months! Six months of pain and decay! You've murdered me! You've—" [Temporal distortion intensifies, Chen screams] "No! NO! I WON'T DIE! I WON'T—"
[Chen is pulled into temporal collapse, erased from causality. He never made it to camp. He died in the hospital months ago.]
Eleanor Vance - Voice Guide
Voice: Fragmented, multiple voices speaking over each other (young Eleanor, teenage Eleanor, adult Eleanor from timelines that never were). Sometimes childlike (age 12), sometimes ancient and tired. Words echo and overlap. Speaks in present and past tense simultaneously.
Mannerisms: Flickers in and out of visibility, multiple versions visible simultaneously, reaches out but hand passes through objects, appears in mirrors and reflections first, drawn to electrical equipment and water, age shifts mid-conversation
Key Phrases: "I've waited so long" / "I'm still waiting" / "I will wait," "Which loop is this? 4,783?" "Please... bring me together... I'm so scattered," "I remember dying. I remember living. I remember both and neither"
Emotional Range: Confused → Desperate → Hopeful → Terrified → Peaceful (if consolidated)
Loop 2 - First Clear Manifestation
Eleanor: [Appears in cabin mirror, age 12, flickering] "Can you see me? Please say you can see me. I've been trying to—" [Flickers, now age 16] "—reach someone for so long—" [Flickers, now age 12 again] "—but everyone forgets when the day resets."
Eleanor: [Multiple voices overlapping] "My name is Eleanor Vance. Was Eleanor. Will be? I died in 1962. Or 1963. Or 1987. The bunker pulled me apart across time and I can't—" [Flickers violently] "—can't hold together."
Counselor: [Example: "How do we help you?"]
Eleanor: [Reaches out, hand passes through glass] "Bring me together. All my pieces. Every timeline. I'm in the bunker, in the lake, in the woods, in the—" [Flickers] "—everywhere and nowhere. Consolidation. That's what the Doctor called it. Consolidation."
Loop 4 - Giving Code Fragments
Eleanor: [Appears in radio static, multiple ages visible at once] "I found something. In the between-moments when reality loops. Numbers. Codes. I wrote them down but—" [Flickers] "—I can't hold onto them. Can't hold onto anything."
Eleanor: "Seven... nine... three... or was it four? It changes every time I—" [Younger voice, crying] "I'm so tired. I've been twelve years old for sixty-three years. I want to grow up. I want to die. I want to exist." [Adult voice, desperate] "I want to stop being scattered across broken time!"
[Static increases, multiple Eleanors visible, all different ages, all speaking]
All Eleanors: "The shutdown code is in the bunker. Look for my name. I carved it everywhere, trying to remember who I am. Follow Eleanor. Follow me. Follow us."
Loop 6 - Warning About Consolidation
Eleanor: [Appears solid for the first time, age 12, frightened] "They want to consolidate me. Pull all my pieces together. But counselors... I've seen what I become."
Eleanor: [Flickers, shows older version, scarred and hollow] "When I come together, all the timelines collapse into one. Every version of me that died, that suffered, that was torn apart—all of it hits at once." [Voice breaking] "It will hurt so much."
Counselor: [Example: "We'll find another way."]
Eleanor: [Shakes head, young again] "There is no other way. The loop is tied to me. I'm the first victim. The original temporal distortion. To end the loop, you end me." [Reaches out, almost solid enough to touch] "But maybe... maybe that's okay. Maybe being whole for just one moment, even if it hurts, is better than being scattered forever."
Loop 8+ - Consolidation Moment
[All versions of Eleanor appear simultaneously, surrounding the consolidation point]
Eleanor (Age 12): "I'm scared."
Eleanor (Age 16): "I'm ready."
Eleanor (Age 20): "I'm tired."
Eleanor (Age 40): "I'm grateful."
[They reach toward each other, beginning to merge]
All Eleanors (Unified Voice): "Thank you for seeing me. Thank you for remembering me. Thank you for—"
[Brilliant flash. Single Eleanor stands there, solid, age 12, crying]
Eleanor (Whole): [Touches her own face, feels tears] "I'm... together. I'm me. All of me. It hurts—" [Gasps] "—it hurts so much but I'm whole. I'm finally—"
[She begins to fade, but peacefully, smiling]
Eleanor: "I can rest now. Thank you. Thank you for letting me be real, just once more."
[She fades completely, and the loop breaks.]
Featured Scouts Voice Guides
These scouts have distinct personalities that degrade across loops. Track their Memory Points and adjust characterization as they lose themselves.
Doc Henderson (10 MP → 0 MP)
Loop 1-2 Voice (10-8 MP): Analytical, curious, asks questions, takes notes in a journal, uses medical terms, wants to understand everything.
Loop 3-4 Voice (7-5 MP): Confused, frustrated by memory gaps, journal filled with conflicting notes, questions his own observations, anxious.
Loop 5-6 Voice (4-2 MP): Distant, slow to respond, stares at nothing, can't form complete thoughts, echoes last words said to him.
Loop 7+ Voice (1-0 MP - HOLLOW): Empty. Responsive to commands but no personality. Repeats camp schedule like an automaton. Eyes vacant.
Doc (Loop 1, 10 MP): "I've been observing the temporal anomalies. Every hour, there's a distortion—like reality hiccups. I've documented seven incidents. Do you see them too, or am I losing it?"
Doc (Loop 4, 6 MP): "My journal says I already wrote about the time distortions, but I don't remember writing it. That's my handwriting. Those are my observations. But I don't... why can't I remember?"
Doc (Loop 6, 2 MP): "My name is... I know my name. It's... Doc? Is that my name? Why do they call me Doc?" [Stares at journal, can't read his own writing] "I used to know things. Important things. They're gone now."
Doc (Loop 8, 0 MP - HOLLOW): "Wake up. Eight AM. Flag ceremony. Nine AM. Breakfast. Nine-thirty AM." [Repeats schedule endlessly, monotone, staring at nothing]
Lisa Chen (10 MP → 0 MP)
Loop 1-2 Voice (10-8 MP): Organized, helpful, wants to keep everyone together, natural leader, makes lists and schedules, optimistic.
Loop 3-4 Voice (7-5 MP): Desperate to maintain control, makes the same lists over and over, frustrated when plans fall apart, scared.
Loop 5-6 Voice (4-2 MP): Gives up on organizing, sits alone, forgets names of other scouts, asks the same questions repeatedly.
Loop 7+ Voice (1-0 MP - HOLLOW): Silent. Follows others. No initiative. Responds to her name but doesn't recognize anyone.
Lisa (Loop 1, 10 MP): "I made a schedule for cabin activities! We'll rotate cleaning duties, and I set up a buddy system for the lake. Everyone stays safe if we stay organized, right?"
Lisa (Loop 4, 6 MP): "I already made this schedule. I know I did. But it's not in my notebook. Did someone take it? Did I... forget to write it down?" [Hands shaking] "I don't forget things. I never forget things."
Lisa (Loop 6, 2 MP): [Staring at blank notebook] "I used to be good at something. What was it? Lists? Plans?" [Looks at counselor] "Who are you? No, wait. I know you. I think I know you."
Lisa (Loop 8, 0 MP - HOLLOW): [Silent. Doesn't respond to her name unless touched. Then just stares, empty. No light in her eyes.]
Tommy Reeves (10 MP → 0 MP)
Loop 1-2 Voice (10-8 MP): Joking, uses humor to cope, movie references, makes others laugh, hides fear behind comedy.
Loop 3-4 Voice (7-5 MP): Jokes fall flat, can't remember punchlines, frustrated when no one laughs, more openly afraid.
Loop 5-6 Voice (4-2 MP): Stops joking. Quiet. Occasionally starts a joke but trails off. Asks "what's funny?" when others laugh.
Loop 7+ Voice (1-0 MP - HOLLOW): Blank expression. Doesn't react to humor. Doesn't react to much of anything. Gone.
Tommy (Loop 1, 10 MP): "So Morrison walks into the mess hall and says, 'Who put the camp in Camp Moonshade?' and I'm like, 'The same guy who put the 'mock' in democracy!'" [Laughs] "Okay, okay, I'll work on my material."
Tommy (Loop 4, 6 MP): "Hey, did you hear the one about... about the..." [Pauses, frowning] "I knew this joke. It was funny. Why can't I remember the funny?" [Scared] "I'm always funny. That's my thing. That's who I am."
Tommy (Loop 6, 2 MP): [Watching other scouts laugh] "What's funny? Why are they laughing?" [To counselor] "Am I supposed to laugh? I feel like I should know when to laugh."
Tommy (Loop 8, 0 MP - HOLLOW): [No expression. Doesn't smile. Doesn't frown. Face is a mask. Tommy is gone.]
Sarah Kim (10 MP → 4 MP - Potential Anchor)
Loop 1-2 Voice (10-8 MP): Artistic, perceptive, sees temporal distortions as "colors bleeding," draws constantly, quiet but insightful.
Loop 3-4 Voice (7-5 MP): Drawings become more disturbing, sees multiple timelines overlapping, frightened by what she perceives, "the colors are wrong."
Loop 5-6 Voice (4-3 MP): Fragmenting across time—sometimes young Sarah, sometimes older versions appear briefly. Stabilizes if chosen as anchor.
If Chosen as Anchor: Stops degrading. Becomes conduit between timelines. Ages visibly, shows strain, but retains self. "I can hold it together. I can hold all of us together."
Sarah (Loop 2, 9 MP): [Sketching frantically] "The colors are bleeding through. See? Here—where the trees meet the sky—there's another version underneath. Like someone painted over reality but didn't let it dry."
Sarah (Loop 4, 6 MP): "I see myself. Other me's. Older. Younger. One where I'm not here at all." [Frightened] "Which one is real? Am I the real Sarah? How do I know?"
Sarah (Loop 6, 4 MP - If Chosen as Anchor): [Hand glowing with temporal energy, aging from 12 to 16] "I can feel them. All the timelines. Every version of camp. It hurts, but I can hold it. I can be the anchor." [Determined] "Use me. Save the others. I'm strong enough."
Billy Holloway (10 MP → 0 MP - First to Hollow)
Loop 1-2 Voice (10-8 MP): Nervous, worried, seeks reassurance, attaches to counselors for security, "is everything okay?"
Loop 3 Voice (7-5 MP): Increasingly panicked, cries easily, can't sleep, knows something is wrong but can't articulate it.
Loop 3-4 Voice (4-1 MP - RAPID DECLINE): Shuts down emotionally. Stops speaking. Withdraws completely.
Loop 4+ Voice (0 MP - HOLLOW - First to Go): Empty. The first hollow child. Warning of what's coming for others.
Billy (Loop 1, 10 MP): "Are you sure the woods are safe? What if we get lost? What if something happens? You'll stay with us, right? You won't leave us alone?"
Billy (Loop 3, 5 MP): [Crying, clinging to counselor] "Something's wrong. Something's really wrong. I keep waking up and it's the same morning and nobody remembers and I'm so scared. Please. Please make it stop."
Billy (Loop 3, 1 MP - Final Moments): [Staring at hands] "I can't feel my hands. I can't feel anything. Am I... am I disappearing?" [Looks up, terrified] "I don't want to disappear. Please don't let me—"
Billy (Loop 4, 0 MP - HOLLOW): [Silent. Empty. Eyes open but nothing behind them. Billy Holloway is gone. The counselors' first failure.]
One-Line Voice Summaries
- Morrison: Gruff military dad desperately trying to protect his kids, breaking under temporal pressure
- Agent Reeves: Professional soldier with personal stake, seeking closure for brother lost in 1962
- Dr. Chen: Manic dying scientist choosing immortality over morality, potentially redeemable
- Eleanor Vance: Fractured ghost-girl scattered across 60+ years, desperate to be whole
- Doc Henderson: Analytical scout whose mind dissolves from curiosity to confusion to emptiness
- Lisa Chen: Organized leader losing control, watching her lists and plans crumble with her memory
- Tommy Reeves: Class clown forgetting his jokes, losing his identity when humor fails
- Sarah Kim: Perceptive artist seeing too much, potential anchor between timelines
- Billy Holloway: Anxious child who becomes first hollow scout, warning of what's to come
Quick Characterization Tips
- Loop 1-2: NPCs are themselves—full personalities, distinct voices
- Loop 3-4: Adults show stress, scouts show confusion, memory gaps appear
- Loop 5-6: Adults make desperate choices, scouts actively degrade, first hollow children
- Loop 7+: Adults resort to extreme measures, only featured scouts may remain, urgency peaks
Using Dialogue at the Table
Don't read verbatim: Use samples as inspiration, adapt to your table's tone
Track Memory Points: Adjust scout dialogue based on current MP—high MP scouts are themselves, low MP scouts are shadows
Show, don't tell: Let dialogue reveal degradation rather than describing it
Use stage directions: Physical actions (checking watch, flickering, empty stare) enhance characterization
Contrast loops: Replay similar scenes across loops to show change—"Good morning, counselors!" in Loop 1 vs. whispered "not again" in Loop 3
Next Document: Session 2 Content (Loops 6-12+, final confrontations, multiple endings)
This completes the Session 1 content document. Players and GM have everything needed to run an emotionally impactful, mechanically clear, narratively rich first session of the Camp Moonshade campaign.
Session 2: Desperation and Decision (Loops 6-12+)
Duration: 3-4 hours | Objective: Complete shutdown, reach one of multiple endings
Session 2: Desperation and Decision
Loops 6-12+
Session Duration: 3-4 hours
Loops Covered: Loop 6 (The Desperate Morning) through Loop 12+ (Breaking the Cycle)
Session Goal: Complete the shutdown, save remaining scouts, resolve the crisis through one of multiple ending paths
Session Opening
Pre-Session Setup (5 minutes)
If Continuing from Session 1:
- Take 10-15 minute break after Session 1 finale
- Let players decompress emotionally
- Recap current status (scouts at critical MP, two hollow children, Chen sabotaging, Eleanor partially consolidated)
If Starting Fresh Session:
- Recap Session 1 highlights: "You've lived five loops at Camp Moonshade. Billy and Lisa are hollow. Doc, Tommy, and Sarah are holding on by threads. You know how to break the loop—consolidate Eleanor or sacrifice someone—but Dr. Chen is sabotaging you, and time is running out."
Materials Needed:
- Updated Memory Point tracker (Doc, Tommy, Sarah at 2-4 MP)
- Hollow scout list (Billy, Lisa at 0 MP)
- NPC status cards (Reeves: ally, Chen: antagonist, Rodriguez/Kowalski: neutral)
- Shutdown path tracker (consolidation progress, sacrifice volunteers)
- Loop counter showing Loop 6 start
Setting the Mood:
Loop 6 begins. But this time, there's no hope in the morning. No pretense that this is a normal day.
The bus arrives. The scouts step off. Most of them are hollow—empty shells going through motions. A dozen blank faces.
Doc, Tommy, Sarah—the last three—barely remember their own names. They look at you with desperate, fading eyes. They know they're forgetting. They know they're dying without death.
Agent Reeves steps out of the black sedan, her face set with grim determination. "This is it. We end this today. Whatever it takes."
Dr. Chen emerges, equipment in hand, a manic smile on his face. "Loop 6. How many more can we achieve? How long can we make this last?"
The sun is rising on July 16th, 1967.
For the sixth time.
For the last time.
GM Note: Session 2 is about resolution. The investigation is complete. The stakes are maximum. Now it's about execution, sacrifice, and choosing which ending the story deserves. Push toward conclusion—don't let players spin wheels indefinitely.
Session 2 Structure
Unlike Session 1 (which had distinct loops), Session 2 is more fluid:
Loops 6-8: Desperate attempts, setbacks, mounting complications
Loops 9-10: Major confrontations (Chen, temporal distortions, final hollow scouts)
Loops 11-12+: Final push to one of multiple endings
The exact number of loops varies based on player choices. GMs should push toward resolution by Loop 12 at latest.
Loop 6: The Desperate Morning
Loop Number: 6
Date: Saturday, July 16th, 1967 (again)
Time: 8:00 AM - 11:47 PM
Scout Memory: Critical failure (1-3 MP featured, 0 MP background)
Objective: Choose final path, overcome Chen's sabotage, make significant progress toward shutdown
Scene 1: The Last Morning (8:00 AM - 10:00 AM)
Location: Camp entrance → Throughout camp
Duration: 25-35 minutes
NPCs Present: Remaining scouts (mostly hollow), DARPA team, Morrison
Mood: Apocalyptic calm, desperate clarity, final chances
Opening Boxed Text:
Doc Henderson steps off the bus. He looks at you. For a moment—just a moment—there's recognition.
"I know you," he whispers. His voice is thin, fragile. "I know I know you. But I can't... I can't remember how."
He's at 2-3 Memory Points. Maybe one more loop. Maybe this is the last time he'll speak.
Tommy Reeves sits on the bus steps, crying. He doesn't know why. He doesn't remember what he's lost. He just knows something is gone. "I'm scared," he says to no one. "I'm so scared."
Sarah Kim draws on her palm with a pen. Over and over. The same image: a girl made of light, fragmenting into pieces. Eleanor. She doesn't speak. She hasn't spoken in hours. Her eyes see other times, other loops. She's halfway gone already.
Billy and Lisa stand among the background scouts. Hollow. Empty. Forty children who forgot how to be children.
Agent Reeves approaches, her jaw set. "Counselors. We're out of time. Tell me the plan. Tell me how we end this."
Morrison stands by the flagpole, rifle in hands. "I won't let it reset again," he says quietly. "I won't let these kids loop one more time. If we can't stop it... I'll stop them. Mercy."
Dr. Chen is setting up equipment near the mess hall, humming happily. "Loop 6! Stable temporal field. Infinite existence achieved!"
This is it. This is the last morning. One way or another.
GM Guidance:
Setup:
- This scene is about commitment—players must choose their path and stick to it
- No more investigation, no more delays
- Three viable paths remain:
1. Eleanor Consolidation (complete Sarah's drawing ritual)
2. Manual Override Sacrifice (someone enters the core)
3. Chen's Destruction (stop him, undo modifications, then attempt shutdown)
- Pressure is maximum: scouts won't survive another loop
Featured Scouts' Final Lucid Moments:
Doc Henderson (2-3 MP):
Doc pulls a crumpled paper from his pocket. It's covered in his handwriting, barely legible:
"LOOP 6. REMEMBER: SARAH = TEMPORAL ANCHOR. 3:47 PM = WEAK POINT. CHEN = ENEMY. ELEANOR = KEY. IF READING THIS: YOU FIGURED IT OUT BEFORE. DO IT AGAIN."
He looks at the note, confused. "I wrote this. I think I wrote this. Did I? It says... it says Sarah is important. And 3:47. What happens at 3:47?"
This is the last useful information Doc can provide. Next loop, he won't even remember to write notes.
What Doc Can Still Do:
- Recognize temporal patterns (instinct, not memory)
- Understand basic science if explained simply
- Provide emotional support to other scouts
- Volunteer for sacrifice (he knows he's fading)
Tommy Reeves (2-3 MP):
Tommy sees Agent Reeves and stops crying. He stares at her. "You... you're looking for someone. Someone who looks like me. I can feel it. I can feel that you're sad."
Reeves kneels down. "My brother. Michael. You're his nephew. You're family."
Tommy nods slowly. "Family. I don't remember what that means, but it feels... warm. Safe." He takes her hand. "Will you stay with me? I don't want to be alone when I forget."
What Tommy Can Still Do:
- Feel emotions (fear, love, trust) without understanding why
- Seek physical comfort and connection
- Respond to kindness with instinctive gratitude
- Volunteer for sacrifice (to make the fear stop)
Sarah Kim (2-4 MP):
Sarah's sketch pad is full. Every page. Hundreds of drawings of Eleanor—fragmenting, consolidating, screaming, silent.
She looks up at you. Her eyes are strange—they see through time. "I'm in all of them now," she whispers. "All the loops. I can see myself in Loop 1. In Loop 47. In Loop 4,783. I'm everywhere and nowhere."
"If I finish the drawing... if I bring Eleanor together... I'll scatter. I'll be like her. Fragments forever."
She holds up her pen. "But everyone else goes free. Right? That's... that's worth it."
What Sarah Can Still Do:
- Complete the consolidation ritual (she's the only one who can)
- See across time (provides glimpses of future loops, possible outcomes)
- Communicate with Eleanor (they're resonating)
- Accept fragmentation as her choice
Hollow Scouts (Billy, Lisa, Background - 0 MP):
They stand in neat rows. Forty-six children with empty eyes. They breathe. They blink. They exist.
But there's no one home.
If you break the loop, do they come back? Or are they gone forever?
You don't know. And you won't know until it's over.
DARPA Team Status:
Agent Reeves (Ally - Personal Mission):
"I found evidence of Michael in the bunker. Temporal echoes. He's been looping since 1962, fragmented like Eleanor. If we consolidate Eleanor, we can consolidate him too. Bring him home."
"I'm ready to sacrifice myself if needed. But I'd rather save everyone. Tell me how."
Reeves' Resources:
- Full DARPA authority (can commandeer, detain, use force)
- Explosives and equipment (for bunker access)
- Rodriguez and Kowalski (soldiers who follow her orders)
- Personal motivation (will go further than orders allow)
Dr. Chen (Antagonist - Saboteur):
Chen has spent the night (in-loop) modifying the temporal field. His portable reactor is connected to the engine via a jury-rigged power line running into the bunker.
"I've stabilized it," he announces proudly. "The loop will run indefinitely now. Even if you enter the codes, even if you attempt shutdown—my modifications will sustain the field. We're immortal. Accept it."
Chen's Sabotage:
- Power feed strengthens loop (shutdown attempts fail until disconnected)
- He's armed (pistol, for "self-defense against temporal threats")
- Brilliant mind (can predict and counter counselor strategies)
- Desperate (dying of cancer, loop is his only hope)
How to Stop Chen:
- Convince Him: Show that loop immortality is torture, not salvation (Difficult - requires strong argument)
- Detain Him: Reeves can arrest him for interference (Moderate - he resists, causes scene)
- Destroy Equipment: Cut power line, smash reactor (Easy - but Chen might shoot)
- Force Him Into Sacrifice: Dark justice (Controversial - is it murder or mercy?)
- Use His Expertise: Manipulate him into helping despite himself (Risky - he might betray)
Specialists Rodriguez & Kowalski:
- Follow Reeves' orders
- Rodriguez: "Ma'am, we're soldiers. We follow lawful orders. But those kids... we should save them."
- Kowalski: "Mission is containment. We contain the threat—Chen, if necessary."
- Both willing to help, both potential sacrifices
Morrison's Breakdown:
Morrison stands apart, rifle loaded. His eyes are hollow—not from memory loss, but from guilt.
"I've watched them loop six times. Billy went hollow in Loop 3. Lisa in Loop 5. How many more in Loop 7? 8? 12?"
"If you can't stop it by tonight, I'll end it. I'll... I'll make sure they don't have to loop again. They won't remember. It'll be quick."
He means it. Morrison is planning a murder-suicide if the loop doesn't break.
Stopping Morrison:
- Convince him there's hope (show progress on shutdown)
- Disarm him (Reeves or Rodriguez can do this)
- Use him (he volunteers for sacrifice - atonement)
- Let him stand guard (gives him purpose without violence)
Decision Point: Choose the Path:
Players must commit to one primary approach:
Path A: Complete Eleanor Consolidation
- Use Sarah to finish the drawing ritual from Loop 5
- Access bunker at 3:47 PM (temporal weak point)
- Risk: Sarah fragments, becomes new paradox
- Solution needed: Alternative anchor or accept Sarah's sacrifice
- Time: Requires accessing bunker, protecting Sarah during 2-hour ritual
- Chen obstacle: Must disable his sabotage first
Path B: Manual Override Sacrifice
- Someone volunteers to enter engine core
- Becomes new temporal anchor, holds system during shutdown
- Immediate resolution (if successful)
- Volunteers: Reeves, Morrison, Rodriguez, Chen (forced), Counselor PC
- Time: Can be done quickly once bunker accessed
- Chen obstacle: Must disable his sabotage first
Path C: Destroy the Engine
- Overload reactor, cause catastrophic failure
- Dangerous: Temporal explosion might erase everyone
- Fast: No ritual, no codes, just destruction
- Unpredictable: Might work, might kill everyone, might make it worse
- Chen obstacle: His reactor is feeding it—might cause bigger explosion
Path D: Use Chen's Modifications Against Him
- Reverse his power feed to drain engine instead of strengthen it
- Requires his cooperation (forced or willing)
- Clever: Uses sabotage as solution
- Complex: Need technical expertise (Doc can help if coherent enough)
- Chen obstacle: He is the obstacle and the solution
Path E: Multiple Loops Strategy
- Accept that this loop won't solve it
- Set up perfect conditions for Loop 7/8/9
- Strategic: Maximize chances, minimize risks
- Cost: More scouts go hollow each loop
- Dangerous: Players might lose hope, scouts might all hollow before success
GM Guidance for Path Selection:
- Let players discuss and choose
- Reeves pushes for consolidation (save Michael too)
- Morrison pushes for sacrifice (atonement)
- Chen sabotages any shutdown attempt
- Time pressure: "You have 13 hours and 47 minutes"
Pacing Notes:
- This scene is about decision-making, not action
- Let players plan in detail
- Introduce complications (Chen's sabotage, Morrison's rifle, scouts' degradation)
- Move to Scene 2 when plan is set and action begins
- Type: Mental / Willpower
- Check: GRIT (difficulty 13, extremely hard)
- Success: PC maintains hope and determination despite seeing Doc, Tommy, and Sarah barely conscious and 40+ scouts hollow; provides emotional anchor for entire camp; inspires Reeves and other NPCs; +2 to all leadership checks this loop; scouts gain brief moment of clarity from PC's strength
- Partial: PC holds onto hope but with visible strain; functional but emotionally drained; no bonus but can continue; other NPCs notice PC's struggle and offer support
- Failure: PC breaks under the weight of loss; either becomes numb/disconnected OR openly despairs; -2 to all CHARM checks rest of loop; Morrison interprets this as confirmation that mercy killing is only option; scouts' final moments are shadowed by PC's hopelessness
- Type: Planning / Strategy
- Check: BRAINS (difficulty 11, Group Check) - difficult
- Success: PCs create optimal shutdown plan accounting for Chen's sabotage, Morrison's instability, scout condition, and NPC resources; identify critical path and contingencies; all allies understand their roles; +1 to all execution checks in Scenes 2-3
- Partial: Plan is workable but has gaps or inefficiencies; overlook one complication (Chen's defenses OR Morrison's deadline OR timing); must improvise during execution
- Failure: Plan is fundamentally flawed; multiple oversights; PCs don't coordinate properly with NPCs; confusion during execution causes delays; -2 to first critical check in Scene 2; may waste hours fixing mistakes
- Type: Social / Crisis Intervention
- Check: CHARM or GRIT (difficulty 12) - very difficult
- Success: PC talks Morrison down from murder-suicide plan; convinces him there's still hope; redirects his guilt into helping with shutdown; Morrison becomes ally and may volunteer for sacrifice (atonement); rifle is secured safely
- Partial: Morrison agrees to wait until evening but keeps rifle; will execute mercy killing at 10:00 PM if shutdown isn't imminent; creates deadline pressure; PCs must check in with him periodically
- Failure: Morrison is not convinced; either must be forcibly disarmed (creating hostile NPC) OR he remains active threat; PCs must split attention between shutdown and preventing massacre; if shutdown takes too long, Morrison may follow through; -1 to all checks due to constant worry about Morrison
- Type: Investigation / Insight
- Check: BRAINS (difficulty 9)
- Success: PC correctly interprets Doc's fragmented notes; gains critical reminder about 3:47 PM weak point, Sarah's role, and Chen's sabotage; insights provide +1 to timing-related checks; Doc's sacrifice of writing himself notes is honored
- Partial: Understand most of Doc's notes but miss subtle details; have basic information but no special advantage; Doc's effort is recognized if not fully utilized
- Failure: Misinterpret or dismiss Doc's notes as confused rambling; miss 3:47 PM timing detail OR don't prioritize Chen properly; may attempt shutdown at wrong time or without proper preparation; Doc's final lucid contribution wasted
Transition:
The decision is made. The path is chosen.
Agent Reeves: "All right. Here's what we do." [Recap of plan]
Chen overhears: "You can try. My modifications are ironclad. You'll fail, and we'll loop again. Forever."
Sarah picks up her charcoal (if consolidation path): "I'm ready."
[Volunteer] steps forward (if sacrifice path): "I'll do it. I'll be the anchor."
Morrison lowers his rifle (if convinced): "Then let's end this nightmare."
The sun is higher now. 10:00 AM. You have 13 hours and 47 minutes until reset.
Time to finish this.
Scene 2: Confronting Chen (10:00 AM - 1:00 PM)
Location: Mess hall area, Chen's equipment, bunker entrance
Duration: 30-40 minutes
NPCs Present: Chen, DARPA team, counselors, possibly scouts
Mood: Tense confrontation, battle of wills, desperate struggle
Opening Boxed Text:
Dr. Chen stands between you and the bunker entrance. His portable reactor hums, power lines running down the basement stairs into the sealed chamber. His hand rests on a pistol at his belt.
"You're not shutting it down," he says calmly. "I've made it impossible. The loop is sustained. We live forever. In six months, my cancer would have killed me. Now I'll never reach that day. July 16th, 1967, forever. I accept that. I embrace it."
Behind him, the bunker entrance beckons. The temporal engine waits below. Eleanor's fragmented consciousness calls out. The solution is so close.
But Chen is in the way.
"Move," Reeves says, hand on her sidearm. "Or I'll move you."
Chen smiles. "You won't shoot. You're government. Trained. Disciplined. You follow protocols. I'm unarmed civilian—" He pats his pistol. "—in self-defense posture. Shoot me, and you're court-martialed."
Rodriguez and Kowalski tense. Morrison raises his rifle. The scouts watch with empty eyes.
How do you handle Dr. Chen?
GM Guidance:
Setup:
- This is the major obstacle scene
- Chen must be neutralized before shutdown can proceed
- Multiple solutions possible: convince, detain, destroy equipment, force sacrifice
- This can be combat, social encounter, or clever problem-solving depending on player approach
Confrontation Options:
Option 1: Convince Chen to Stand Down
Approach: Dialogue, persuasion, showing him truth about the loop
Arguments That Work:
- "You'll loop forever at exactly this health state—cancer frozen but also never healing. Trapped in pain."
- "Everyone you loop with will go hollow. You'll be alone. Truly alone. Forty-six empty shells for company."
- "The engine is failing. Eventually it collapses, and when it does, everyone trapped inside dies. True death. Not immortality."
- "Eleanor's been looping since 1952. Have you seen her? That's your future. Fragmented. Insane. Suffering across thousands of iterations."
- "Your work could save people if you help us. Be remembered as the scientist who broke a temporal loop, not the madman who trapped children."
Chen's Responses:
- Initially dismissive: "You don't understand. This is transcendence."
- If pressed on suffering: "Temporary. An adaptation period."
- If shown Eleanor: [Shaken] "That's... that's different. The engine was primitive in 1952. Modern stabilization—"
- If pressed on loneliness: [Pause] "I've been alone my whole life. What's the difference?"
- If offered legacy: [Considering] "To be remembered... to have my work vindicated..."
Success Condition:
- Counselors make 3+ compelling arguments
- Invoke his scientific ego ("help us perfect the shutdown")
- Show him Eleanor's suffering directly (Sarah can make him see across time)
- Offer him something he wants more than immortality (legacy, vindication, redemption)
If Convinced:
Chen's hand falls away from his pistol. His shoulders slump.
"I'm dying," he whispers. "Six months. I was so scared. The loop felt like... like a gift. Like the universe giving me more time."
"But you're right. This isn't time. It's a cage. And I'm locking these children in here with me."
He walks to his reactor, hesitates, then pulls the power lines free. The humming changes pitch—weakens.
"The modifications are disabled. The shutdown codes should work now. But..." He looks at the bunker. "Someone still has to anchor it. Someone has to hold the field stable during collapse."
He meets your eyes. "Let it be me. Let me matter. Let me be the one who saved them, not the one who damned them."
Result: Chen volunteers for sacrifice, disables sabotage, becomes ally
Option 2: Detain Chen by Force
Approach: Reeves arrests him, Rodriguez/Kowalski restrain him
The Confrontation:
"Dr. Marcus Chen, you are under arrest for obstruction of a federal operation, endangerment of minors, and unauthorized modification of classified equipment." Reeves' voice is steel. "Rodriguez, Kowalski—detain him."
The specialists move. Chen draws his pistol—
Combat Encounter (if using Kids on Bikes mechanics):
- Chen fires warning shot (not trying to kill, just deter)
- Rodriguez and Kowalski return fire or tackle
- Can be resolved with opposed rolls or GM fiat based on approach
- Counselors can help (distract, flank, talk him down mid-fight)
Non-Lethal Resolution:
- Rodriguez tackles Chen, disarms him
- Kowalski secures the weapon
- Chen is restrained with zip-ties
- "I won't help you! You'll have to figure out my modifications yourselves!"
Lethal Resolution (if it goes wrong):
- Chen is shot (non-fatal or fatal depending on circumstances)
- If dying: "You've... you've killed me. Six months early. But... at least I'll die having lived. Having tried. Free me from the loop. Please."
- If dead: Reactor still running, counselors must disable it themselves (technical challenge)
Result: Chen neutralized but uncooperative, counselors must deal with reactor independently
Option 3: Destroy Chen's Equipment
Approach: Bypass Chen, cut power lines, smash reactor
The Sabotage:
- Counselors create distraction (scouts cause commotion, counselor argues with Chen)
- Someone sneaks to reactor
- Cut power lines with tools/weapons
- Or: Shoot the reactor (causes small explosion, dangerous)
Chen's Reaction:
The power lines spark and fall away. The reactor's humming dies.
Chen screams: "NO! You don't understand! That was the only thing keeping the loop stable! Now it's going to collapse uncontrolled! Everyone dies!"
Is he telling the truth, or trying to scare you?
GM Decision:
- If players made solid plan: Chen is bluffing, reactor was only strengthening loop
- If players rushed without thought: Chen is right, temporal instability increases
- Either way: Path to shutdown is open, but complications arise
Result: Equipment destroyed, Chen powerless but possibly right about consequences
Option 4: Force Chen Into the Sacrifice
Approach: Dark justice—make him the anchor
The Confrontation:
"You want to live forever?" Morrison's voice is cold. "Fine. Be the anchor. Replace Eleanor. Hold the loop stable while it shuts down. Forever."
Chen goes pale. "No. No, that's not—I wanted the loop to continue, not to be trapped in—"
"You trapped these kids. Now you get to save them. Walk into that engine core, Doctor."
Reeves: "We can't force him. That's murder."
Morrison: "It's justice."
Moral Dilemma:
- Is forcing Chen into sacrifice justice or murder?
- He's dying anyway (6 months) vs. violating consent
- He endangered kids vs. executing him without trial
- Players must decide
If Forced:
Rodriguez and Kowalski drag Chen to the bunker, down the stairs, to the engine room. He screams, begs, fights.
At the core entrance, he goes quiet. Looks at the blue light.
"I was so scared of dying," he whispers. "And now I get to do it forever."
He steps into the light.
The engine accepts him.
Consequences:
- Shutdown proceeds with Chen as unwilling anchor
- Morally heavy (players forced a man to eternal torment)
- Reeves objects: "This isn't justice. This is revenge."
- Morrison: "This is what he deserves."
- Splits the party morally
Result: Chen is anchor, loop can be broken, but at moral cost
Option 5: Use Chen's Expertise
Approach: Trick or manipulate him into helping
The Manipulation:
- Convince Chen to "stabilize the loop better" while actually preparing shutdown
- Ask for his help "perfecting the temporal field" (reverses polarity to drain instead of feed)
- Promise him something (scientific credit, survival, a role in new timeline)
Chen's Response (if players are clever):
"You want me to recalibrate the field harmonics? That would require reversing the power flow... wait."
He looks at you suspiciously. "That would drain the engine, not strengthen it. You're trying to trick me."
But his hands are already on the controls. His scientific curiosity is stronger than his self-preservation.
"Though... if we drained it in a controlled way, we could study the shutdown process. Gather data. That would be unprecedented..."
He starts working. Despite himself.
Result: Chen helps while thinking he's hindering, or genuinely becomes interested in the science over his fear
Regardless of Resolution Method:
Once Chen is dealt with (convinced, detained, killed, forced, or manipulated):
The Bunker is Accessible:
The path is clear. Chen's reactor is disabled (or reversed, or Chen himself is gone).
The bunker entrance yawns open. Stairs descend into blue light.
The temporal engine waits.
Eleanor's voice echoes: "Please... hurry... I've waited so long..."
Agent Reeves checks her watch: "1:00 PM. We have 10 hours and 47 minutes."
Rodriguez and Kowalski arm themselves: "We'll guard the entrance. No interruptions."
Sarah holds her charcoal (if consolidation path): "I'm ready."
[Sacrifice volunteer] takes a breath (if sacrifice path): "Let's do this."
You descend into the bunker.
Pacing Notes:
- Don't let Chen confrontation drag—resolve in 30-40 minutes max
- Multiple solutions are valid—reward player creativity
- Chen can be sympathetic or monstrous depending on player approach
- This scene establishes: obstacles can be overcome, path to ending is open
- Transition to Scene 3 for the final attempt
- Type: Social / Persuasion
- Check: CHARM (difficulty 13, extremely hard)
- Success: PC breaks through Chen's fear and desperation with compelling arguments about loop immortality being torture; Chen has moment of clarity and moral reckoning; voluntarily disables sabotage; may volunteer for sacrifice as redemption; becomes ally for final attempt
- Partial: Chen is shaken but not fully convinced; agrees to stand aside but won't help; disables reactor but keeps pistol; neutral rather than ally; may interfere if things go wrong
- Failure: Chen is unmoved; doubles down on his position; refuses to cooperate; PCs must use force or bypass him; -1 to all checks in bunker due to ongoing Chen threat; he may sabotage attempt if not physically restrained
- Type: Technical / Sabotage
- Check: BRAINS or FLIGHT (difficulty 10)
- Success: PC successfully disconnects Chen's reactor from engine without causing explosion or temporal backlash; clean shutdown of power feed; engine weakened but stable; clear path to final attempt
- Partial: Equipment disabled but with complications; minor explosion OR temporal surge; someone takes 1-2 damage; reactor disabled but area is damaged; can proceed but with disadvantage
- Failure: Botched sabotage causes significant explosion; 2-4 damage to PC and nearby characters; temporal instability increases; Chen's warnings were partly right; engine is now MORE unstable; -2 to stabilization checks in Scene 3
- Type: Combat / Restraint
- Check: FIGHT (difficulty 11) - difficult
- Success: PC (or NPCs) successfully subdues Chen without lethal force; he's disarmed and restrained; no serious injuries; Chen is neutralized cleanly; can proceed with him detained
- Partial: Chen is subdued but fight causes injuries; PC or NPC takes 1-2 damage; Chen may be seriously hurt; scene becomes morally ambiguous; guilt may affect later checks
- Failure: Fight goes badly; Chen escapes OR someone is seriously injured (3+ damage); OR Chen is accidentally killed; if killed, moral weight affects party morale (-1 to GRIT checks rest of loop); must deal with reactor without his expertise
- Type: Moral / Coercion
- Check: GRIT or FIGHT (difficulty 12, moral weight) - very difficult
- Success: PC makes difficult choice to force Chen into temporal anchor role; done with grim determination but not cruelty; Chen accepts his fate (unwillingly); becomes anchor and loop can be broken; PC maintains moral clarity despite dark action; can live with decision
- Partial: Chen is forced into sacrifice but PC is morally shaken; action accomplished but at psychological cost; -1 to CHARM checks for rest of campaign; other NPCs (especially Reeves) express disapproval; party unity strained
- Failure: PC either cannot go through with it (Chen escapes, must find alternative sacrifice) OR does so in way that's unnecessarily cruel; if cruel: party splits morally, -2 to all group checks; Morrison may turn on PCs; if unable: lose time and must improvise new solution immediately
- Chen blocks bunker entrance with portable reactor and pistol, declaring loop will be sustained forever
- Standoff with DARPA (Reeves threatens arrest, Rodriguez/Kowalski ready to engage) and Morrison raising rifle
- Counselors choose approach - convince Chen (show him loop is torture not immortality), detain by force, destroy equipment, force him into sacrifice, or manipulate his scientific curiosity
- If convinced: Chen realizes he's caging children with him, disables reactor, volunteers as sacrifice for redemption
- If force used: Combat or restraint required, Chen neutralized but uncooperative (or accidentally killed creating moral weight)
- If equipment destroyed: Power lines cut/reactor smashed, Chen claims uncontrolled collapse will kill everyone (bluff or truth based on player planning)
- Resolution opens bunker access at 1:00 PM with 10 hours 47 minutes remaining, transition to Scene 3 final attempt
- Clue 1: Chen's Terminal Cancer Motivation - Has six months to live outside loop, sees temporal trap as gift of immortality, fear of death overrides concern for children, "July 16th 1967 forever, I accept that"
- Clue 2: Reactor Sabotage Function - Portable reactor with power lines running to bunker sustains loop, disabling it weakens engine and allows shutdown codes to work, Chen claims it prevents "uncontrolled collapse" but may be bluff
- Clue 3: Arguments That Work on Chen - Cancer frozen but never healing (trapped in pain), everyone goes hollow leaving him alone, engine eventually fails (true death not immortality), Eleanor's fragmented suffering is his future, legacy vs being remembered as madman who trapped children
- Clue 4: Chen's Scientific Ego Vulnerability - Can be manipulated through curiosity about shutdown process, technical challenges, or desire to be remembered as scientist who broke temporal loop rather than created one
- Clue 5: Moral Weight of Force - Killing Chen accidentally affects party morale (-1 GRIT checks), forcing him into sacrifice role strains party unity and NPCs express disapproval, detention without cooperation means counselors must handle reactor independently
- Clue 6: DARPA Protocols Limitation - Reeves trained/disciplined to follow protocols, Chen knows shooting unarmed civilian contractor means court-martial, creates standoff requiring counselor intervention
- Clue 7: Redemption Path Available - If convinced properly, Chen can become ally and volunteer sacrifice as redemption, best outcome morally and practically
- Clue 8: Time Pressure - Scene must resolve quickly (30-40 minutes max) to leave 10+ hours for final attempt, dragging confrontation wastes precious time before 11:47 PM reset
Mess Hall Area - Chen's Blockade Site - Final confrontation location before accessing bunker
- Zones: Bunker entrance (stairs descending into blue light), Chen's position (between counselors and access), reactor setup (portable device with power lines running into basement), DARPA team positions (Reeves/Rodriguez/Kowalski surrounding area), Morrison's vantage point (rifle raised), scout observation areas (empty-eyed children watching)
- Features: Portable reactor humming with power lines snaking down stairs, Chen's hand resting on pistol, basement entrance open revealing blue glow from below, tactical positioning of military personnel, Morrison's old hunting rifle, Chen's equipment scattered around setup area
- Temporal Anomalies: Reactor strengthening loop causing increased humming, blue light pulsing stronger from bunker entrance, Eleanor's voice echoing from below "Please hurry I've waited so long", temporal field thickening air making it hard to breathe, engine awareness of threat creating tension
- Atmosphere: Tense Mexican standoff, multiple armed parties facing each other, desperate man blocking desperate solution, scouts watching with hollow/fragmenting eyes, time pressure mounting toward reset, moral weight of potential violence, feeling of being so close to ending yet blocked
- Chen's Equipment Details: Portable reactor (can be destroyed via cutting power lines, shooting it, or Chen disabling it), modifications running through basement into sealed bunker, sabotage designed to sustain loop indefinitely, equipment sophisticated enough to require expertise to safely disable
- Standoff Positions: Chen blocking entrance with pistol ready, Reeves with sidearm drawn but hesitant due to protocols, Rodriguez/Kowalski flanking with tactical advantage, Morrison emotional and unpredictable with rifle, counselors with moral authority and persuasion options, scouts as witnesses to adult conflict
Transition:
The bunker chamber opens before you. Sixty feet deep. The temporal engine spins in impossible dimensions, blue light cascading.
Seven temporal ghosts flicker at their stations—the 1952 scientists, trapped in death.
Dr. Helena Vance's ghost solidifies: "You came back. You're really going to try again."
"We're not trying," you say. "We're succeeding."
It's 1:00 PM. Time to end this.
Scene 3: The Final Attempt (1:00 PM - 5:00 PM)
Location: Engine room bunker
Duration: 40-60 minutes (longest scene)
NPCs Present: Sarah (if consolidation), sacrifice volunteer, Eleanor, Dr. Vance ghost, Michael Reeves ghost (if manifested)
Mood: Desperate hope, maximum tension, emotional catharsis
Opening Boxed Text (Consolidation Path):
Sarah kneels before the bunker wall, charcoal in hand. The unfinished drawing from Loop 5 is still there—90% complete, Eleanor's form almost solid, but trapped in two dimensions.
"I can feel her," Sarah whispers. "All 4,783 Eleanors. They're calling to me. They want to be whole. They want to be real again."
She begins to draw.
The engine responds. Blue light focuses on the wall, on Sarah, on the drawing. The air crackles with temporal energy.
Dr. Vance's ghost appears beside her daughter's image: "Save her. Please. I couldn't, but you can."
Sarah's hand moves faster. Eleanor's face emerges—screaming, crying, reaching.
It's 1:00 PM. You have 2 hours and 47 minutes until 3:47—the temporal weak point.
Can you protect Sarah long enough to finish?
Opening Boxed Text (Sacrifice Path):
[Volunteer] stands before the engine core. The spheres within spheres align, creating a passage into the heart of the machine.
Blue light beckons. Beyond it: Eleanor, fragmented across 4,783 iterations, begging to be freed.
"Once you enter," Dr. Vance's ghost warns, "you'll replace her. You'll become the anchor. The loop will hold on you instead of her. You'll exist in all times, all loops, forever—or until the engine finally fails."
[Volunteer] nods. "I understand."
"No," Vance says sadly. "You don't. No one can. But thank you. Thank you for freeing my daughter."
The volunteer takes a step toward the light.
It's 1:00 PM. One step. That's all it takes.
Are you ready?
GM Guidance:
Setup:
- This is the climactic scene—the moment of potential victory or failure
- Two main paths with different mechanical challenges
- Both paths have complications, dangers, and costs
- Success is possible but not guaranteed—player choices and luck matter
PATH A: CONSOLIDATION (SARAH'S RITUAL)
Step 1: The Drawing Begins (1:00 PM - 2:30 PM)
Sarah needs 2 hours and 47 minutes to complete the drawing (finishing at exactly 3:47 PM for maximum stability).
Complications During Drawing:
Complication 1: Temporal Defense Activation
As Sarah draws, the engine fights back. Temporal ghosts swarm—not just the seven scientists, but hundreds. Echoes of everyone who's ever been caught in the loop.
Campers from 1955. Staff from 1960. Michael Reeves from 1962. Billy and Lisa from earlier loops when they still had souls.
They're not hostile—they're confused, trapped, repeating last moments.
But they're in the way. Walking through them causes temporal shock (aging, de-aging, memory flashes).
Solution Options:
- Counselors clear a path (take temporal damage to protect Sarah)
- Use Eleanor's voice (she can call ghosts away from Sarah)
- Rodriguez/Kowalski provide covering fire (futile against ghosts, but brave)
- Doc (if coherent) explains how to "phase" with ghosts instead of fighting
Complication 2: Sarah Begins Fragmenting
2:00 PM. Sarah has been drawing for an hour. Eleanor's form is 95% complete on the wall. Almost whole. Almost real.
But Sarah is flickering.
Her hand phases through the charcoal. Her voice echoes from multiple times. "I'm... spreading... I can see myself in Loop 1... in Loop 47... I'm becoming like her..."
She's fragmenting. Trading places with Eleanor.
If she continues, she'll finish the drawing at 3:47 PM—perfect timing—but she'll be scattered across 4,783 iterations.
Do you let her finish? Or pull her back now?
Player Decision Point:
Option A: Let Sarah Finish (Noble Sacrifice)
- Sarah completes ritual at 3:47 PM
- Eleanor fully consolidates, becomes real
- Sarah fragments, becomes new temporal ghost
- Loop can now shutdown (Eleanor removed from paradox)
- Cost: Sarah is lost, scattered across time
- Outcome: Tragic but successful
Option B: Pull Sarah Back (Save Her)
- Stop drawing at 95%, prevent Sarah's fragmentation
- Eleanor 95% consolidated (not enough to remove paradox)
- Shutdown fails this loop
- Cost: Loop continues, must try again later loops with different approach
- Outcome: Sarah saved, but problem unsolved
Option C: Find Alternative Anchor
- Someone else volunteers their consciousness to complete consolidation
- Counselor, Morrison, Rodriguez, or Tommy (desperate to help) offers
- Sarah saved, Eleanor consolidated, volunteer fragments instead
- Cost: Different person sacrificed
- Outcome: Sarah saved, someone else pays the price
Option D: Use Michael Reeves as Anchor
- Michael's ghost (if manifested) volunteers: "I've been fragmented since 1962. I'm already broken. Use me."
- His existing fragmented state makes him ideal anchor
- Eleanor consolidates, Michael takes her place
- Cost: Reeves loses brother again (but he chooses it)
- Outcome: Bittersweet—Michael sacrifices himself for Eleanor
Complication 3: The 3:47 PM Deadline
3:30 PM. Sarah is fading. The drawing is 98% complete. Eleanor is almost whole—you can see her moving in the charcoal, pressing against two-dimensional prison.
17 minutes until temporal weak point.
The engine is screaming. Reality is tearing. Temporal duplicates appear—you see yourself from Loop 5, Loop 7, Loop 12, all trying the same thing.
"HURRY!" Eleanor's voice. "I CAN FEEL IT. I'M SO CLOSE. PLEASE DON'T STOP NOW."
Sarah's hand moves. One more line. One more—
3:47 PM.
The Consolidation Moment:
Time stops.
The temporal weak point arrives. For one instant, the field drops to zero. All loops exist simultaneously.
Sarah's final line completes.
Eleanor's image BLAZES with light. The charcoal drawing becomes real. A 12-year-old girl steps out of the wall—solid, whole, breathing.
4,783 Eleanors become one.
She looks at her hands. "I'm... I'm real. I'm me. Just me. Not scattered. Not broken. ME."
She sees her mother's ghost: "Mom?"
Dr. Vance weeps: "Eleanor. My baby. You're whole."
The terminal screen flashes:
PARADOX ENTITY REMOVED SHUTDOWN SEQUENCE RESUMING TEMPORAL ANCHOR RELEASE: COMPLETE LOOP CONTAINMENT COLLAPSE: INITIATING ESTIMATED TIME TO SHUTDOWN: 8 HOURS
[If Sarah fragmented]: Sarah's form scatters into light. "I'm everywhere now," her voice echoes. "It's beautiful. Don't be sad. I'm in all the loops. I'll always be here."
[If alternative anchor used]: [Their name]'s form scatters. They smile as they fade. "Tell them I mattered."
The engine begins to power down. The loop is breaking.
Result: Consolidation Success
- Eleanor freed
- Sacrifice made (Sarah or alternative)
- Shutdown in progress (8 hours to complete)
- Must survive until 11:47 PM for full shutdown
- Proceed to Scene 4 (complications during shutdown)
PATH B: MANUAL OVERRIDE SACRIFICE
The Volunteer Enters the Core
[Volunteer] can be: Agent Reeves, Morrison, Rodriguez, Chen (willing or forced), Counselor PC, or desperate scout
The Walk:
[Volunteer] steps into the passage. The blue light envelops them.
Each step takes them deeper. Each step shows them every moment of their life simultaneously—birth, childhood, now, death, all at once.
[Personal moment based on who's entering]:
- Reeves: Sees Michael as a child, sees herself promising to find him, sees him waiting in the light, sees them reuniting - Morrison: Sees every summer, every camp, every child he failed, sees this moment as redemption - Rodriguez: Sees his family, sees his service, sees this as the mission that finally matters - Chen: Sees his cancer, sees his fear, sees this as the immortality he wanted but not how he wanted it - Counselor: Sees the scouts from Loop 1, happy and whole, sees Billy and Lisa before they hollowed, sees this as keeping a promise
They reach the core.
The Core:
The heart of the temporal engine. A point of infinite blue light. This is where Eleanor has been—scattered across 4,783 iterations, experiencing every second of fifteen years in one eternal moment.
"I can feel her," [Volunteer] says. "Eleanor. She's here. She's been here so long. She's tired."
Eleanor's voice: "Take my place. Please. I want to rest."
[Volunteer]: "I will. You're free now."
They touch the core.
The Exchange:
Eleanor is pulled OUT. [Volunteer] is pulled IN.
For one instant, they exist in the same space—Eleanor becoming solid, [Volunteer] becoming light.
Eleanor appears in the bunker chamber, real, whole, breathing. Fifteen years old now (she's aged in the loop). She collapses, exhausted.
[Volunteer] remains in the core. Their voice echoes from every direction:
[Final words based on character]: - Reeves: "Michael, I found you. You're free now. Tell Tommy about me. Tell him his aunt was brave." - Morrison: "I'm sorry. I'm sorry for all of it. But I'm fixing it now. Finally." - Rodriguez: "Mission accomplished. Tell Kowalski it was an honor." - Chen: "I'm not dying. I'm existing. Forever. This is... this is what I wanted. Isn't it? ISN'T IT?" - Counselor: "Remember me to the scouts. Tell them I kept my promise. Tell them they're saved."
The terminal screen flashes:
MANUAL OVERRIDE: ACCEPTED NEW ANCHOR: [NAME] ESTABLISHED PARADOX RESOLVED EMERGENCY SHUTDOWN: INITIATING ESTIMATED TIME TO SHUTDOWN: 4 HOURS
The engine stabilizes. The loop is breaking.
Result: Sacrifice Success
- Eleanor freed
- [Volunteer] trapped in core as new anchor
- Shutdown in progress (4 hours to complete - faster than consolidation)
- Must survive until 11:47 PM for full shutdown
- Proceed to Scene 4 (complications during shutdown)
PATH C: FAILED ATTEMPT
If players make critical mistakes, hesitate too long, or get very unlucky:
Something goes wrong.
[Variable based on what failed]: - Sarah's drawing is disrupted at 3:46 PM—one minute too early. Eleanor doesn't consolidate fully. - The volunteer hesitates at the core entrance. Eleanor can't be pulled out. The exchange fails. - Chen's sabotage (if not fully disabled) causes engine surge. The ritual is interrupted. - Temporal defenses overwhelm everyone. Forced retreat.
The terminal screen shows:
SHUTDOWN: FAILED PARADOX: UNRESOLVED LOOP: CONTINUING NEXT RESET: 11:47 PM
You've failed. The loop will reset. The scouts will lose more memory.
But you've learned. You know what went wrong. Next loop, you'll do better.
You have to.
Result: Failure
- Loop continues into Loop 7
- Scouts degrade further (Doc, Tommy, or Sarah goes hollow)
- Party must try again with even fewer resources
- Pressure increases dramatically
- GM should provide hints: "You were close. Here's what would have worked..."
Pacing Notes for Scene 3:
- This is the longest single scene (40-60 minutes)
- Balance mechanical challenges with emotional moments
- Let players make meaningful choices about sacrifice
- Success should feel earned, failure should feel educational
- Whether success or failure, transition to Scene 4
Transition (if successful):
The engine's humming changes. For the first time in fifteen years—in 4,783 loops—it's winding down.
Eleanor (now free) looks around with wonder: "The world is still here. I thought... I thought I'd been gone so long it would all be gone."
Dr. Vance's ghost: "You're free. Finally free." [She begins to fade.] "I can rest now. Thank you."
The terminal counts down: 8 HOURS TO SHUTDOWN (or 4 HOURS if sacrifice path).
But the loop hasn't fully broken yet. Not until 11:47 PM. Anything could still go wrong.
It's 3:47 PM (or 1:30 PM if sacrifice was quick). You have hours to survive.
And the engine is fighting back.
- Type: Combat / Protection
- Check: GRIT or FIGHT (difficulty 12) - very difficult
- Success: PC successfully shields Sarah during consolidation OR protects sacrifice volunteer approaching core from all temporal defense mechanisms; ritual/sacrifice completes without interruption; participant survives process (if survivable path); optimal outcome achieved
- Partial: Protection is incomplete; participant takes temporal damage; Sarah fragments slightly OR volunteer's anchoring is unstable; shutdown still works but with complications; participant is changed/scarred by experience
- Failure: PC cannot adequately protect participant; Sarah is severely disrupted (consolidation incomplete, Eleanor only 60-80% whole) OR volunteer is rejected by engine (sacrifice fails, must find alternative); shutdown attempt fails; temporal backlash injures PC and others nearby (2-3 damage)
- Type: Mental / Willpower
- Check: GRIT (difficulty 13, very hard)
- Success: PC endures temporal ghosts, time distortions, and reality shifts without losing identity or sanity; maintains focus on mission through visions of own death/fragmentation; inspires others to hold firm; no Memory Point loss; can function at full capacity
- Partial: PC is traumatized by temporal visions; sees themselves across all loops including hollow future; loses 1 Memory Point; shaken but functional; -1 to checks involving temporal effects for rest of scene
- Failure: PC is overwhelmed by temporal assault; loses 2 Memory Points; temporarily forgets mission or identity; must be grounded by other PCs/NPCs; -2 to all checks for 10-15 minutes; may inadvertently disrupt ritual/sacrifice through confusion; visions haunt PC permanently
- Type: Technical / Ritual (Consolidation Path Only)
- Check: BRAINS (difficulty 12) - very difficult
- Success: PC assists Sarah perfectly with final consolidation steps; all 4,783 Eleanor fragments merge cleanly at exactly 3:47 PM; Eleanor becomes fully real and whole; paradox resolved; shutdown initiates smoothly; Sarah survives with minimal fragmentation
- Partial: Consolidation mostly successful; Eleanor is 85-95% whole with minor fragments remaining; shutdown will work but Eleanor has gaps in memory/identity; Sarah fragments partially (exists in 2-3 timelines, not thousands); bittersweet outcome
- Failure: Consolidation fails or badly mistimed; Eleanor remains fragmented (50-70% at best); shutdown incomplete or doesn't trigger; Sarah fragments severely OR paradox transfers to her; must attempt sacrifice path as backup OR accept partial failure
- Type: Moral / Technical (Sacrifice Path Only)
- Check: GRIT (difficulty 14, extremely hard)
- Success: Volunteer enters core cleanly; becomes stable temporal anchor; Eleanor is immediately released; engine accepts new anchor and initiates proper shutdown; sacrifice is conscious and at peace; shutdown completes at 11:47 PM; scouts are freed; heavy but meaningful cost
- Partial: Sacrifice is messy; volunteer suffers greatly before anchoring; engine fights back; shutdown is triggered but unstable; volunteer is trapped in agony rather than peace; scouts are freed but at terrible moral cost; PCs carry guilt
- Failure: Volunteer is rejected by engine OR sacrifice goes catastrophically wrong; volunteer is killed/destroyed without becoming anchor; Eleanor remains trapped; shutdown fails; all participants take severe temporal damage (3-4 damage, Memory Point losses); must find alternative immediately or accept failure
- Type: Technical / Timing
- Check: BRAINS (difficulty 13, very hard)
- Success: PC perfectly times the critical action to 3:47 PM when temporal field is weakest; maximum efficiency achieved; shutdown cascade begins optimally; minimal resistance from engine; +2 to all subsequent survival checks in Scene 4; Eleanor/volunteer transition is smooth
- Partial: Timing is close but not perfect (3:45 or 3:49); shutdown works but suboptimally; engine fights harder; Scene 4 complications are more severe; no bonus to survival checks; longer/harder path to 11:47 PM
- Failure: Badly mistimed (wrong by 10+ minutes); attempt at temporal strong point rather than weak point; engine's defenses are maximum; shutdown barely triggers or fails entirely; severe temporal backlash; -2 to all Scene 4 checks; may need to attempt again next loop if catastrophic
Scene 4: Surviving the Shutdown (4:00 PM - 11:47 PM)
Location: Throughout camp, bunker, various
Duration: 30-40 minutes
NPCs Present: Remaining characters, Eleanor (freed), temporal distortions
Mood: Desperate survival, holding on, racing the clock
Opening Boxed Text:
The shutdown has begun. But the temporal engine is dying, and dying things fight.
The camp is breaking. Not physically—worse. Temporally.
[Distortion description based on current time]:
- 4:00 PM: "Time skips. One moment you're in the bunker, the next you're at the lake. No memory of walking there. Hours vanish." - 6:00 PM: "Temporal duplicates appear. You see yourself from Loop 3. From Loop 7. From Loop 47. All exist simultaneously. Which one is real?" - 8:00 PM: "The hollow scouts flicker between states—hollow and whole, empty and filled. Billy laughs for a moment, then goes silent again." - 10:00 PM: "Reality tears. Cracks in the air show other times: 1952, 1962, 2015, the far future. The camp exists in all times at once."
Eleanor (freed, but weak) warns: "The engine is trying to reassert the loop. It doesn't want to die. We have to hold on until 11:47. If it resets before shutdown completes, we're trapped again."
Agent Reeves (if alive): "We hold the line. Whatever it takes."
Morrison (if alive): "I've got the rifle. I'll shoot anything that tries to stop us."
The scouts huddle together—hollow and aware alike. Waiting. Hoping.
You have [X] hours until 11:47 PM.
Can you survive the death throes of a temporal engine?
GM Guidance:
Setup:
- This scene is about survival, not solution
- The shutdown is inevitable but not instant
- Engine's death creates escalating temporal chaos
- Players must protect themselves and scouts until 11:47 PM
- Multiple complications arise in sequence
Complications (Choose 3-4 based on time/pacing):
Complication 1: Emergency Reset Attempt
5:00 PM. The terminal flashes:
WARNING: EMERGENCY PROTOCOLS ACTIVATED DETECTING SHUTDOWN UNAUTHORIZED INITIATING EMERGENCY RESET LOOP REINITIATION: 60 SECONDS
The blue light erupts. The engine is trying to reset early—to trap you before shutdown completes.
Eleanor: "NO! It can't! I'm free! It can't pull me back in!"
[If Sarah/alternative fragmented]: Sarah's voice echoes: "I can hold it! I'm in the system now. I can fight it!" [If sacrifice in core]: [Volunteer]'s voice: "I've got it. I'm holding the shutdown sequence. It's... it's hurting, but I can hold it."
But they can't hold it alone. The engine is too strong.
Challenge: Stop the emergency reset
Solutions:
- Counselors enter terminal codes again: Reinforces shutdown command
- Destroy engine's power source: Chen's reactor (if still intact), or camp's diesel generator
- Eleanor uses her connection: She was the paradox—she can command the engine: "SHUT DOWN. I ORDER YOU."
- Michael (if present) helps: Two paradox entities together can overpower the engine
If Failed: Emergency reset at 11:47 PM instead of shutdown—Loop 7 begins with even worse conditions
If Succeeded:
The blue light dims. The countdown stops. The engine subsides.
[Anchor's voice]: "I've got it. It's fighting, but I'm stronger. Keep holding on."
Emergency reset: CANCELLED Shutdown: RESUMING
Complication 2: Temporal Predator
7:00 PM. Something is moving in the time distortions.
Not a ghost. Not an echo. Something else.
A temporal predator—a creature born from broken time, feeding on temporal energy. It's been dormant in the buried facility for fifteen years, and now the engine's death has awakened it.
[Description]: Quadrupedal, shifting between states, made of blue light and shadows, phases through solid matter, exists in multiple times simultaneously.
It's hunting. And it's hunting the scouts—they're the most temporally saturated beings in camp.
Challenge: Protect scouts from temporal predator
Solutions:
- Combat: Futile—it's not fully real, bullets phase through
- Temporal shielding: Keep scouts away from distortion zones (harder to hunt them there)
- Eleanor's command: She can communicate with it, calm it, redirect it
- Feed it something else: The dying engine is pure temporal energy—lure predator there
- Sacrifice play: Someone draws it away, becomes prey, buys time
If Failed: Predator kills/scatters one or more scouts—even hollow scouts can be destroyed
If Succeeded:
The predator phases into the bunker, drawn by the massive temporal signature of the dying engine. It begins feeding on the blue light, ignoring the scouts.
Eleanor: "It's distracted. Let's get everyone away from here."
Scouts are evacuated to the lake (farthest point from bunker). They're safe. For now.
Complication 3: Hollow Scouts Awakening
8:30 PM. Something is happening to the hollow scouts.
Billy blinks. His eyes focus. "Where... where am I?"
Lisa looks at her hands. "I remember. I remember organizing. I remember... me."
The temporal distortions are shaking loose their memories. The shutdown is reversing their hollowing.
But it's unstable. They flicker—hollow and whole, empty and filled. If the shutdown fails, they'll hollow again permanently. If it succeeds, they might stay whole.
Billy grabs a counselor's hand: "Don't let me forget again. Please. I don't want to be empty."
This is HOPE: A sign that breaking the loop might restore everyone
Challenge: Keep hollow scouts stable until shutdown completes
Solutions:
- Keep them calm: Talk to them, remind them who they are, keep memories active
- Temporal shielding: Keep them near Eleanor (her freed presence stabilizes them)
- Doc helps (if coherent): Uses his notes to re-teach them what they forgot
- Counselors stay close: Bonds across loops create emotional anchors
If Failed: Scouts re-hollow, memories lost permanently even if loop breaks
If Succeeded:
Billy and Lisa stay conscious. Fragile, confused, but present.
Lisa: "I remember now. Six loops. I was gone for... how long?"
Billy: "You saved me. You're saving me. Thank you."
Background scouts also stabilize—forty-six kids, whole again, terrified and hopeful.
Complication 4: Counselor Temporal Displacement
10:00 PM. The distortions are affecting counselors now.
You see yourself from other loops. Loop 1 you (confused, just discovering reset). Loop 5 you (desperate, trying consolidation). Loop 12 you (which hasn't happened yet—or has it?).
The timelines are bleeding together. You're existing in multiple loops simultaneously.
You remember things that haven't happened. You forget things that did. Your sense of self is fragmenting.
Challenge: Maintain identity through temporal displacement
This is a roleplay challenge more than mechanical:
- Counselors must state who they are: "I'm [Name]. I'm a counselor. I'm in Loop 6. I'm breaking the loop."
- Others help ground them: Scouts, NPCs, each other say "You're real. You're here. You're [Name]."
- Focus on mission: "We're almost there. 1 hour 47 minutes. Hold on."
If Failed: Counselor becomes temporally displaced—might phase into different loop, become echo
If Succeeded:
The displacement fades. You're solid. You're you. You're here.
You check your watch: 10:30 PM. 1 hour and 17 minutes until 11:47.
You're going to make it.
Complication 5: Chen's Ghost Returns
If Chen died or was sacrificed:
10:45 PM. Chen appears. But not alive. A temporal ghost.
He's flickering between alive and dead, between Loop 6 and other loops.
[If he was the sacrifice]: "I'm in the core. I'm everywhere. I can see all the loops. I was wrong. This isn't immortality. This is hell. Please. Please someone take my place. Let me out."
[If he died fighting]: "You killed me. And now I'm trapped here, in this day, forever. Even when the loop breaks, I'll still be here. A ghost. Is this what you wanted?"
He's not threatening—he's suffering. And he's begging.
Challenge: Deal with Chen's ghost/regret
Solutions:
- Forgiveness: "We're sorry. We did what we had to. Rest now."
- Refusal: "You endangered kids. You earned this."
- Promise: "When the loop breaks, you'll be free. We think. We hope."
- Anchor swap (if he's in core unwillingly): Someone volunteers to take his place, freeing him
If Forgiven/Helped:
Chen's ghost fades. "Thank you. I don't deserve it. But thank you."
If he was in core: The engine's pain decreases—he's accepting his role instead of fighting it.
Complication 6: The Final Hour
11:00 PM. 47 minutes until 11:47.
The camp is in total temporal chaos. Past, present, future, all existing simultaneously.
You see: - The 1952 researchers building the facility - The 1962 scouts arriving (including young Michael Reeves) - Loop 1's first reset - Loop 47's desperate attempt - The far future—the camp abandoned, the engine rusted and dead
All of it, layered on top of each other.
Eleanor: "It's beautiful. All of time, visible at once."
[Anchor's voice from core]: "47 minutes. I'm holding. Just hold with me."
The scouts gather around counselors. Hollow and whole alike. Waiting.
Morrison: "If this works... if we actually break free... what happens to us? Do we remember the loops? Do the scouts forget? Do we wake up tomorrow—July 17th—like none of this happened?"
No one knows.
The only way to find out is to survive 47 more minutes.
Final Challenge: Hold together until 11:47 PM
This is narrative, not mechanical:
- Counselors gather scouts
- Everyone stays together
- Those who can speak share memories of Loop 1 (when everything was normal)
- Remind each other of the good day they had before the reset
- Prepare for the unknown
The Final Minutes:
11:40 PM. Seven minutes.
11:42 PM. Five minutes.
11:44 PM. Three minutes.
The engine's humming is fading. The blue light is dimming. The temporal distortions are subsiding.
11:46 PM. One minute.
Everyone holds their breath.
11:47 PM.
Pacing Notes:
- Choose 3-4 complications based on time and table engagement
- Balance action (predator, reset) with emotion (hollow scouts, Chen's ghost)
- Build tension toward 11:47 PM
- This scene should take 30-40 minutes, feeling longer due to intensity
- Transition directly to one of the ending paths
- Type: Technical / Crisis
- Check: BRAINS (difficulty 12, Group Check) - very difficult
- Success: PCs coordinate to stop engine's emergency reset protocol; shutdown codes reinforced, power destroyed, OR Eleanor/sacrifice anchor overpowers the system; emergency reset cancelled cleanly; shutdown continues on track; all participants unharmed
- Partial: Reset is stopped but with cost; someone takes temporal damage (1-2 damage); system destabilized requiring constant monitoring; shutdown delayed by 30 minutes but still viable
- Failure: Cannot stop emergency reset; engine successfully triggers early reset at 11:47 PM; Loop 7 begins with catastrophic conditions (all scouts at 0-2 MP, Chen's modifications permanent, hope nearly lost); OR reset happens NOW ending Scene 4 prematurely and forcing immediate Loop 7
- Type: Combat / Evasion
- Check: FLIGHT or FIGHT (difficulty 13, very hard)
- Success: PC successfully lures predator away from scouts OR traps it in engine chamber where it feeds harmlessly; all scouts protected; predator neutralized as threat; creative solution earns GM commendation
- Partial: Predator is distracted but not fully controlled; scouts must remain on guard; one scout is injured but not killed (2 damage); predator remains loose threat until shutdown completes
- Failure: Predator kills or temporally scatters 1-3 scouts (GM choice of which); survivors traumatized; -2 to morale checks; if predator kills featured scout (Doc/Tommy/Sarah), massive emotional impact on party; predator continues hunting
- Type: Social / Medical
- Check: CHARM or BRAINS (difficulty 11) - difficult
- Success: PC keeps Billy, Lisa, and other hollow scouts stable as memories return; provides emotional grounding and temporal shielding; scouts remain conscious and whole through shutdown; Billy and Lisa regain full personalities; beautiful moment of restoration; scouts will remember counselors saved them
- Partial: Most scouts stabilize but memories are fragmented; Billy/Lisa remember counselors but not details; some background scouts re-hollow permanently; partial success is still hopeful
- Failure: Scouts cannot stabilize; flicker back to hollow state permanently; even if loop breaks, they remain empty; Billy and Lisa are lost despite everything; heartbreaking failure; counselors must accept some cannot be saved
- Type: Mental / Willpower / Roleplay
- Check: GRIT (difficulty 13, very hard)
- Success: PC maintains solid identity despite existing across multiple loops simultaneously; uses grounding techniques ("I am [Name], counselor, Loop 6, breaking free"); remains fully present and functional; can even use multi-loop awareness to access memories/skills from other iterations; +1 to final checks
- Partial: PC experiences displacement but others ground them back; loses 1 Memory Point; functional but shaken; may have permanent echoes (sees own ghost occasionally) after campaign ends
- Failure: PC is severely displaced; phases into different loop OR fragments across multiple timelines; temporarily unplayable (GM controls as NPC while displaced); other PCs must complete final hour without them; PC may return at 11:47 PM but changed, haunted, or with gaps in memory; -3 to all checks if returned too early
- Type: Social / Moral
- Check: CHARM or GRIT (difficulty 10)
- Success: PC shows compassion to Chen's suffering ghost; offers forgiveness, understanding, or promise of freedom; Chen's ghost finds peace; if he's the anchor, his acceptance of role stabilizes shutdown (+1 to final stability check); emotional resolution to tragic antagonist
- Partial: PC acknowledges Chen but cannot fully forgive; Chen's ghost remains but stops interfering; neutral outcome; unresolved moral weight
- Failure: PC rejects Chen cruelly or cannot face him; Chen's ghost becomes hostile interference; if he's anchor, his anguish destabilizes shutdown (-1 to final checks); moral failure weighs on PC; Chen may sabotage final moments from beyond
- Type: Endurance / Group Cohesion
- Check: GRIT (difficulty 12, Group Check) - very difficult
- Success: All PCs maintain hope, determination, and unity through final 47 minutes of temporal chaos; support each other and scouts; create protective bubble of normalcy amid madness; enter 11:47 PM moment as unified group; best possible conditions for ending; everyone together
- Partial: Group holds together but individuals are struggling; some PCs at breaking point; unity is strained but intact; will survive to ending but emotionally exhausted; -1 to individual resolution checks in epilogue
- Failure: Group fractures under pressure; PCs scattered across camp by temporal chaos; scouts panicking; enter 11:47 PM separated and disorganized; if shutdown succeeds, reunion is bittersweet; if it fails, scattered state makes Loop 7 much harder; permanent cracks in party unity
- Shutdown sequence begins but temporal engine fights back with death throes creating escalating chaos
- Emergency reset attempt at 5:00 PM - engine tries to reinitiate loop before shutdown completes
- Temporal predator awakens at 7:00 PM - creature born from broken time hunts temporally-saturated scouts
- Hollow scouts begin awakening at 8:30 PM - Billy and Lisa regain memories as shutdown reverses hollowing (unstable)
- Counselor temporal displacement at 10:00 PM - existing across multiple loops simultaneously, identity fragmenting
- Chen's ghost returns at 10:45 PM - suffering in his role as anchor or as temporal echo, begging for resolution
- Final hour survival until 11:47 PM - holding together through chaos as shutdown completes
- Clue 1: Temporal Death Throes - Dying engine creates escalating distortions: time skips, temporal duplicates appearing, reality tears showing multiple eras, all times existing simultaneously
- Clue 2: Emergency Reset Protocol - At 5:00 PM engine detects unauthorized shutdown and attempts emergency reset within 60 seconds; must be stopped by reinforcing codes, destroying power, or Eleanor/anchor overpowering system
- Clue 3: Temporal Predator Origin - Quadrupedal creature made of blue light and shadows, born from broken time, dormant in buried facility for 15 years, feeds on temporal energy, hunts temporally saturated beings (scouts)
- Clue 4: Hollowing Reversal - Temporal distortions shake loose hollow scouts' memories; Billy and Lisa regain consciousness and personality but flicker unstably between hollow and whole states; success depends on shutdown completing
- Clue 5: Multi-Loop Displacement - Counselors exist across multiple loop iterations simultaneously at 10:00 PM; must maintain identity through grounding ("I'm [Name], Loop 6, breaking free") or risk phasing into different timelines
- Clue 6: Chen's Suffering - If sacrificed in core, Chen experiences all loops simultaneously describing it as "hell not immortality"; if killed, trapped as temporal ghost; both states involve eternal suffering in single day
- Clue 7: 11:47 PM Final Moment - Everything stops at reset time; shutdown must complete or Loop 7 begins with catastrophic conditions
- Clue 8: Hope Through Survival - Each complication overcome proves loop can be broken; hollow scouts awakening shows restoration is possible; unity and determination matter more than perfect execution
Camp Moonshade During Engine Shutdown - Entire camp experiencing cascading temporal breakdown
- Zones: Bunker (dying engine core, terminal, temporal predator feeding), mess hall (reality tears visible), lake (safe evacuation point furthest from bunker), scattered locations across camp (temporal displacement zones), various time periods visible through cracks
- Features: Blue light pulsing from bunker, terminal displaying WARNING messages, temporal duplicates of counselors from different loops appearing, hollow scouts flickering between states, Chen's ghost manifesting, reality tears showing 1952/1962/2015/far future, camp flag and objects phasing between temporal states
- Temporal Anomalies: Time skips (teleporting without memory of movement), hours vanishing, temporal acceleration and deceleration, multiple timeframes overlapping, counselors seeing themselves from other loops, past and future existing simultaneously, space becoming non-Euclidean
- Atmosphere: Desperate survival mood, racing against countdown to 11:47 PM, chaos barely contained, mixture of hope (hollow scouts awakening) and terror (predator, displacement), feeling of reality unraveling, determination to hold on just a few more hours
- Hazards: Emergency reset triggering early, temporal predator hunting scouts, counselor identity fragmentation, time displacement scattering group, paradoxes causing physical damage, reality tears that could trap people in wrong timeline, Chen's ghost interference
- Safe Zones: Near Eleanor (freed presence stabilizes area), at the lake (furthest from bunker), anywhere scouts huddle together (emotional anchoring), moments of unity and grounding between counselors
Transition:
11:47 PM arrives.
Everything stops.
And then—
Multiple Ending Paths
Based on choices made and success level, one of the following endings occurs:
Ending 1: Heroic Triumph (Full Success + Noble Sacrifice)
Conditions: Shutdown succeeded, scouts saved, sacrifice made willingly
The Moment:
11:47 PM.
The reset doesn't happen.
The humming stops. The blue light fades. The temporal engine dies.
11:48 PM.
A minute that shouldn't exist. A minute beyond the loop.
11:49. 11:50. 11:51.
Time is moving forward. The loop is broken.
Midnight.
July 17th, 1967.
You did it.
What Happens:
To the Scouts:
Billy blinks. Looks at his hands. "I remember. All of it. Six loops. I was... I was gone. I was hollow. Empty. But you brought me back."
Lisa is crying. "I remember forgetting. I remember being nothing. And I remember you promising to remember me. You kept your promise."
Doc: "The math was beautiful. Terrible. I wish I could write it down. But I think... I think I'm glad it's over."
Tommy: "I met my uncle. Sort of. He was a ghost but... I met him. Dad never talked about him. Now I know why."
Sarah (if not fragmented): "I can still see them. All the loops. Echoes. But I'm me. Just me. Here. Now."
All forty-eight scouts remember the loops. Trauma. Growth. Horror. Hope. They're changed. Forever.
To Eleanor:
Eleanor Vance, fifteen years old (aged in the loop), stands in the midnight camp. Free. Whole.
"It's 1967?" she asks. "I went in in 1952. I was twelve. I've lived fifteen years in one day. Over and over. And now..."
She looks at the stars. "The stars are real. The sky is real. Tomorrow is real. I can have a tomorrow."
She finds Agent Reeves (if alive): "Can I... can I go home? Is anyone still there who remembers me?"
To the Sacrifice:
[Volunteer]'s voice echoes from the dying engine: "I can feel it shutting down. I'm still here. Still holding. But the loop is over. You're free. I did it. I mattered."
Can they be freed? GM's choice: - Permanent: They remain in the core, eternal guardian, forever alone but forever saving lives - Temporary: As engine dies completely (over next days), they're released—aged, changed, but alive - Echoes: They become temporal ghost, can communicate but never fully return
To the Camp:
Morning comes. July 17th, 1967. Real morning.
The bus is supposed to arrive with a new batch of scouts. It doesn't. Camp Moonshade is closed. Government vans arrive instead.
DARPA agents secure the site. The bunker is sealed with concrete—again. The engine is dismantled, piece by piece.
Morrison is arrested (if alive) or found dead (if he was the sacrifice). The camp's charter is revoked.
The scouts are debriefed. Their memories are... not believed. "Mass hallucination. Altitude sickness. Shared trauma."
But you know the truth. You lived it.
Epilogue:
One week later, the scouts gather at someone's house. A reunion. They're not supposed to talk about it. But they do.
Billy: "I'm glad it's over. But I miss... I miss knowing I had infinite chances. Now I just have one life. It feels fragile."
Lisa: "I keep making lists. I can't stop. I have to organize everything. I think... I think I'm scared if I stop, I'll forget again."
Doc: "I applied to study physics. Temporal mechanics. I have to understand. I have to know if it could happen again."
Tommy: "Dad finally talked about Uncle Michael. Cried. Said he missed him. I told him... I told him Michael mattered."
Sarah: "I still draw them. Eleanor. The loops. The engine. I can't stop. It's like... like I need to remember. For everyone who can't."
Counselors: "We saved them. We couldn't save everyone. But we saved them. That has to be enough."
One year later: Eleanor is adopted by Reeves (if alive). She's going to school, making friends, learning to live in linear time.
Five years later: The scouts are in high school. They still meet every July 16th. An anniversary. A remembrance.
Ten years later: Doc is a physicist. Lisa is a psychologist. Tommy is a teacher. Sarah is an artist. Billy is a counselor at a different summer camp.
They never forget.
And in the Cascade Mountains, where Camp Moonshade used to be, there's a memorial plaque:
"In memory of those who gave everything to break the cycle. July 16th, 1967. Never forgotten."
[If there was a sacrifice, their name is engraved.]
The loop is broken. The day is over. Tomorrow comes.
Finally.
GM Closing:
- Thank players for emotional investment
- Highlight heroic moments
- Acknowledge the sacrifice
- Offer epilogue scenes if players want them
- Fade to black on memorial plaque
Tone: Bittersweet triumph. Victory with permanent cost. Lives saved, prices paid.
Ending 2: Clean Break (Full Success + Minimal Casualties)
Conditions: Shutdown succeeded, creative solution found, no major sacrifices required
How This Happens:
- Players found creative third option (used Billy as anchor since he was already hollow/integrated)
- Michael Reeves volunteered (already fragmented, willing sacrifice)
- Chen had change of heart, sacrificed himself willingly
- Players discovered hidden shutdown method in final loops (Eleanor AND Michael together can command engine to stop)
The Moment:
11:47 PM.
The reset doesn't happen. The loop breaks.
But this time, no one is trapped in the core. The engine simply... stops.
[How it was achieved]: - Billy (already hollow) was integrated into the engine. When loop breaks, he's freed but retains no memory of being anchor—just wakes up whole. - Michael and Eleanor, both paradox entities, commanded the engine together: "We are the ones you trapped. We command you: RELEASE US." It obeyed. - Chen's willing sacrifice came with a timer: "I'll hold it for 8 hours, then release myself. If I can't... I tried." At 11:47, he manages to let go, is freed, dying but proud.
Everyone survives. Everyone is freed. The loop breaks without permanent cost.
Epilogue:
One month later: All scouts are home. Therapy. Adjustment. But whole.
Eleanor lives with Reeves. Michael (if freed) is reunited with his family—fifteen years late, but home.
Chen (if he survived): Spends his final months writing. "Temporal Mechanics and the Human Cost." Published posthumously. Dedicates it to "the children I endangered and the counselors who saved them."
Morrison (if alive): Loses camp director position but volunteers at youth centers. Trying to atone.
The counselors: "We beat it. We actually beat it. No one died. No one was lost forever. We won."
But they still wake up on July 16th every year, for just a moment wondering if it's starting again.
It never does.
Tone: Triumphant. Hopeful. Justice served, lives saved, future bright.
Ending 3: Pyrrhic Victory (Success But Heavy Casualties)
Conditions: Loop broken, but multiple scouts hollowed permanently, multiple sacrifices made
The Moment:
11:47 PM. The loop breaks.
But the cost...
Billy, Lisa, Doc, Tommy—hollow. Zero Memory Points. The shutdown didn't restore them. They're alive but empty.
Sarah fragmented across time. You can hear her voice in the wind: "I'm everywhere. It's okay. I'm free."
[Sacrifice] remains in the core, eternal prisoner.
Morrison dead (suicide when he saw how many scouts went hollow).
Chen dead (killed in confrontation).
Of forty-eight scouts, only twelve are whole. The rest are hollow shells, living but not living.
Epilogue:
Six months later: The hollow scouts are in a special facility. DARPA-funded. "Temporal displacement syndrome." No cure. They breathe, eat, sleep. But they don't dream. They don't remember. They don't exist as people—just as bodies.
Eleanor: "I'm free. But at what cost? Forty kids lost their souls to free me. Was I worth it?"
Reeves: "We saved who we could. That has to be enough. It has to be."
The counselors visit the hollow scouts every week. Read to them. Talk to them. Hope for flickers of recognition that never come.
Billy's parents: "Is he in there? Somewhere? Can you bring him back?"
Counselors: "We don't know. We hope. We'll never stop hoping."
Ten years later: Some hollow scouts die. Natural causes, bodies giving up. Others live on. Empty. Eternal.
The counselors carry guilt forever. "We broke the loop. But we broke them too."
Tone: Dark. Tragic. Victory achieved but too expensive. Moral weight crushing.
Ending 4: The Eternal Loop (Failure)
Conditions: Players failed repeatedly, gave up, or made critical errors
The Moment:
11:47 PM. Loop 12.
You've tried twelve times. Consolidation failed. Sacrifice failed. The engine adapted. Chen won.
All scouts are hollow now. All of them. Even the counselors feel it—memories slipping, personalities fading.
12:00 PM. Still July 16th.
1:00 PM. Still July 16th.
The loop is eternal. The engine is permanent. Everyone trapped forever.
What Happens:
Loop 50: Counselors still remember. Barely. They've stopped trying to break it. Just surviving. Just existing.
Loop 100: Counselors are fragmenting. Multiple versions. Can't tell which loop is which.
Loop 500: Everyone is hollow. The camp runs automatically. Scouts board the bus. Scouts get off. Scouts do activities. Scouts go to bed. Reset. Repeat.
Loop 1000: The camp is a ghost place. Temporal echoes going through motions. No one is aware anymore. No one remembers. Just automatic repetition.
Loop 4783: Eleanor's count. Your count now too.
Forever.
The Horror:
In the far future, explorers find Camp Moonshade. The temporal engine is still running, 200 years later.
They see ghosts: children in 1960s uniforms, going through summer camp activities, smiling but empty.
"What happened here?" they ask.
No one answers. No one can. Everyone who knew forgot millennia ago.
The loop continues. Forever. A perfect prison. A perfect hell.
You failed.
Tone: Existential horror. Hopelessness. Warning about the cost of giving up.
GM Note: This ending should only happen if players truly give up or catastrophically fail. It's meant to be grim. Use sparingly.
Ending 5: Government Containment (Deal with the Devil)
Conditions: Players allied with DARPA completely, accepted government solution
The Moment:
11:47 PM. Loop 7.
The reset begins—but you're ready. DARPA's solution.
Reeves: "Everyone into the containment vehicles. Now!"
The scouts are loaded into specially shielded trucks. The counselors too. As the blue light surges, the vehicles' temporal shielding activates.
The loop resets. But you're not in it. You're outside the field. Free.
The camp loops behind you—empty now, no one to trap. The engine loops forever on an empty stage.
What Happens:
DARPA Facility, Location Classified.
You're debriefed. For weeks. Every detail. Every loop. Every memory.
"This is classified," Reeves says. "National security. You can't talk about it. To anyone. Ever."
The scouts are given new identities. New families. Scattered across the country. "For your protection."
Billy and Lisa (if hollow) are kept in the facility. "We're studying them. We might find a cure."
Eleanor is given a new life. New name. No one can know she's from 1952.
The counselors sign NDAs. Thick stacks of paper. "If you talk, you disappear."
Epilogue:
Five years later: The scouts have new lives. But they remember. They're not allowed to contact each other. But they do. Secret meetings. Whispered conversations.
"Are we really free? Or just in a different kind of loop?"
Ten years later: One scout goes public. Tries to tell the story. "Camp Moonshade was real. The time loop was real."
They're discredited. "Mentally ill. Delusional. Seeking attention."
They disappear. No one knows where.
The counselors: "We saved them. But did we? Or did we just trade one prison for another?"
DARPA still monitors them. Always. Forever.
Freedom with strings attached.
Tone: Ambiguous. Paranoid. Did you win or just change which cage you're in?
Session 2 Conclusion: GM Debrief
Post-Session Discussion
After reaching an ending, facilitate discussion:
Questions for Players:
- "What was your favorite moment from the campaign?"
- "What was the hardest choice you made?"
- "Do you think you made the right call about [major decision]?"
- "How do you feel about [sacrifice/loss that occurred]?"
- "Would you change anything if you could loop back yourself?"
What Players Achieved
Minimum Success:
- Understood the full mystery
- Made a genuine attempt at shutdown
- Saved some scouts
- Experienced complete story
Good Success:
- Broke the loop
- Saved majority of scouts
- Made meaningful sacrifices
- Emotionally satisfying ending
Excellent Success:
- Clean or heroic ending achieved
- Creative solutions found
- All major NPCs resolved
- Players deeply engaged throughout
Exceptional Success:
- Clean Break ending (minimal casualties)
- Players found solutions GM didn't anticipate
- Emotional catharsis achieved
- Unanimous player satisfaction
Session 2 Pacing Summary
Total Time: 3-4 hours
Loop 6 (Scene 1-4): 90-120 min
- Choose path (30min)
- Confront Chen (30min)
- Final attempt (40-60min)
- Survive shutdown (30-40min)
Loops 7+ (if needed): 30-60 min
- Handle failures/setbacks
- Additional attempts
- Rising complications
Ending Sequence: 20-30 min
- 11:47 moment
- Immediate aftermath
- Epilogue
- Discussion
Campaign Wrap-Up
For GMs:
- Reflect on what worked/didn't
- Note player creativity
- Consider lessons for future campaigns
- Archive materials for possible return
For Players:
- Encourage them to share memorable moments
- Offer to do epilogue scenes if desired
- Discuss emotional impact
- Thank them for investment
Potential Follow-Ups
One-Shot Sequel Ideas:
- "The Scars Remain": One year later, July 16th, characters reunite and confront lasting trauma
- "Project Hourglass Files": Counselors investigate other former temporal research sites
- "Eleanor's New World": Focus on Eleanor adjusting to 1967, 15 years after her time
- "The Hollow Cure": Searching for way to restore hollow scouts
- "Loop Echoes": Temporal disturbances still occur at camp site, new characters investigate
Loops 7-12: Optional Extended Content
If Session 2 runs long or players need multiple attempts, use these loop templates:
Loop 7: Desperation (If Consolidation/Sacrifice Failed in Loop 6)
Opening:
Loop 7. One more scout is hollow now. [Name] steps off the bus with empty eyes.
Only [X] scouts remain aware. Their MP is critical (1-2).
You're running out of chances. This might be the last loop where anyone can still help.
Focus: Second attempt with even fewer resources
Loop 8: The Final Coherent Loop
Opening:
Loop 8. The last loop where any scout can speak.
By Loop 9, everyone will be hollow except [if anyone's left].
This is your last chance to succeed with the scouts' help.
Focus: Absolute urgency, no more room for error
Loop 9: Hollow Camp
Opening:
Loop 9. Every scout is hollow. All of them.
The camp is silent. Forty-eight children breathing but not living.
Now it's just you and the NPCs. Can you break the loop to save shells? Or is it already too late?
Focus: Question whether hollow scouts can be restored, existential choice
Loop 10: Counselor Fracture
Opening:
Loop 10. You're fragmenting now. Too many loops. Too much time.
You see yourself from other loops. You forget which loop is which. You're becoming like Eleanor.
One more loop. Maybe two. Then you'll be hollow too.
Focus: Time running out for everyone, including players
Loop 11: The End Approaches
Opening:
Loop 11. The engine is destabilizing. The temporal field is collapsing on its own.
If you don't break the loop this time, it breaks itself—and kills everyone inside when it does.
This is it. Loop 11 or Loop 12. No more chances after that.
Focus: Final deadline, engine failure imminent
Loop 12: Now or Never
Opening:
Loop 12. The engine is dying. The camp is breaking.
11:47 PM will be a reset or an end. Either the loop breaks free, or everyone dies when the engine fails catastrophically.
This is the last loop. Succeed or perish.
Focus: Absolute final chance, no Loop 13
GM Improvisation Guide
If Players Do Something Unexpected
Players try to destroy the camp physically:
- Burning buildings doesn't stop loop (everything resets)
- But destroying engine directly could work (risky, might kill everyone)
Players try to leave and abandon scouts:
- Barrier prevents escape
- If they somehow bypass: moral weight crushes them, story becomes about guilt
Players try to kill themselves to escape:
- Death resets at 11:47 PM
- Wake up alive again
- Doesn't solve anything, traumatizes characters
Players try to convince scouts to accept the loop:
- Scouts reject this ("I don't want to forget forever!")
- Morrison intervenes ("I won't let you doom them")
- Reeves arrests counselors for endangerment
Players want to loop forever intentionally:
- Chen's ending—they become antagonists
- GM should present horror of this: watching everyone hollow
- Offer path back to trying to break it
If Players Get Stuck
Hints to Provide (escalating):
- Eleanor appears: "Sarah can draw me whole. I can feel it."
- Doc (if coherent): "3:47 PM. Temporal weak point. Perfect timing."
- Reeves: "Someone has to anchor the engine. I'll do it if you can't find another way."
- Temporal vision: Show them a future loop where they succeed (glimpse of path forward)
- Dr. Vance's ghost: "The codes work. Eleanor must be freed or replaced. That's the only way."
If Players Are Overwhelmed
Simplify:
- "You know how to break the loop. The question is just: who pays the price?"
- Present clear binary: consolidation (Sarah fragments) vs. sacrifice (someone enters core)
- Remove complications (Chen already dealt with, no predator, etc.)
- Fast-forward to final attempt
If Players Want More
Extend:
- Add loops with new complications
- Introduce additional paradox entities (more victims from other years)
- Reveal deeper government conspiracy (other camps, other experiments)
- Let players explore emotional arcs with scouts
GM Guide
Running the Campaign
Session 1 Goals
- Establish loop mechanics clearly
- Build emotional attachment to scouts
- Create horror through memory loss (not jump scares)
- Guide investigation toward truth (Project Hourglass, Eleanor, shutdown methods)
- Introduce government complication (Loop 4)
- End with partial success or cliffhanger
Session 2 Goals
- Push toward resolution (no infinite loops)
- Force hard choices (sacrifice, scout lives, morality)
- Provide multiple ending paths based on player decisions
- Deliver emotional payoff (success or failure)
- Resolve all major NPCs and scouts
Pacing the Loops
- Loop 1: Play fully, establish every detail, no rushing (45-60 min)
- Loop 2: Montage repeated elements, focus on investigation (40-50 min)
- Loop 3+: Fast cuts, focus on new content, "You know the routine by now" (30-40 min each)
- Loop 6: Climax loop, take time, focus on emotional moments (60-90 min)
Managing Emotional Weight
- Let players grieve hollow scouts (don't rush past Billy's loss)
- Balance horror with hope (hollow scouts might restore)
- Let scouts have moments of bravery despite forgetting
- NPCs can provide encouragement (Eleanor: "You're so close")
- Remind players why they're fighting (show Loop 1 memories)
Troubleshooting
Solution: Eleanor appears with hints, Doc has insight (if coherent), Reeves suggests next step
Solution: Show horror of all scouts going hollow, Morrison's mercy killing threat, Chen's madness
Solution: Focus on 5 featured scouts and 3-4 key adults, make others background
Solution: Force interactions—scouts seek counselors out, ask for help, share fears proactively
Solution: Montage heavily, "You know morning routine—skip to investigation at 10 AM"
Solution: Let players deal with him decisively—knock out, lock up, sacrifice. Don't protect antagonist.
Adjusting Difficulty
- Too Easy: Scouts lose 2-3 MP per loop, distortions more dangerous, Chen more effective
- Too Hard: Featured scouts lose only 1 MP per loop if time spent with them, consolidation succeeds on first try
- Perfect Difficulty: Players feel urgency but not hopelessness, multiple scouts hollow but some saved
Improvisation Tips
- If players try creative solution, reward it (use Billy as anchor, convince Chen, etc.)
- If players destroy camp physically, it resets but shows desperation
- If players want more investigation time, slow MP loss
- If players rush to solution, introduce complications (Chen sabotage, early reset)
- Trust the structure but adapt to your table
Success Conditions
Minimal Success: Players understand loop, identify one shutdown method, lose some scouts
Good Success: Loop broken, majority of scouts saved, meaningful sacrifice made
Excellent Success: Heroic or Clean Break ending, creative solutions, players deeply engaged
Exceptional Success: Clean Break with minimal casualties, solutions GM didn't anticipate
Remember: This campaign is about memory, identity, sacrifice, and breaking cycles. The horror comes not from monsters, but from watching children forget who they are. The hope comes from counselors who remember, who fight, who refuse to give up.
Make them earn the victory. Make the sacrifice mean something. Make the ending match the story your table created.
Good luck, GM. Break the loop.