Hey, so I decided to do something nobody has done on here before. (Well, I think nobody has done it...) If you're not familiar with CYOA books, it's a type of book that you can change depending on your choices. In those books, you flip to a certain page depending on your choices. For this, you flip to a certain number. Leave any feedback and what ending you got in the comments, and if I should make more of these! (it was so hard)
Have fun!
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The Secret of Hollow Creek
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You’ve just moved to the quiet town of Hollow Creek, a place that seems stuck in time, where everyone knows everyone else’s business. One night, as you’re settling into your new home, you hear a strange noise in the attic. You decide to investigate. As you climb the stairs, the creaking grows louder.
Suddenly, you notice something odd: a small, dusty envelope tucked into a crack in the wooden floorboards. Your curiosity gets the better of you, and you open it. Inside, there’s an old, yellowed letter that reads:
**"Meet me at the old clock tower at midnight. Do not tell anyone. Your life depends on it."**
Do you:
1. Go to the clock tower to investigate. (Flip to 2)
2. Ignore the letter and go back to bed. (Flip to 3)
---
**2**
You decide to go to the clock tower. The night air is cool as you make your way through the dark, quiet streets of Hollow Creek. The clock tower stands tall and foreboding, casting long shadows in the moonlight.
When you arrive, there’s no one around. The clock strikes midnight, and suddenly, you hear a rustling behind you. You turn around to see a figure in the shadows, slowly approaching.
Do you:
1. Confront the figure and ask why they sent the letter. (Flip to 4)
2. Hide and observe what the figure does. (Flip to 5)
---
**3**
You decide the letter must be some kind of prank and head back to bed. As you drift off to sleep, you feel uneasy, but eventually, sleep takes you. The next morning, you hear a knock at the door. When you open it, you find a note pinned to the door with a knife. It reads:
**"You didn’t come. Now it’s too late."**
Do you:
1. Go to the clock tower now, even though it’s morning. (Flip to 6)
2. Take the note to the local police. (Flip to 7)
---
**4**
You bravely step forward, your heart pounding, and ask the figure who they are and why they sent the letter. The figure steps into the light, revealing a tall man with a hood over his head.
"You shouldn’t have come," he whispers. Before you can react, he grabs your arm and pulls you toward the clock tower door, which creaks open.
Do you:
1. Try to break free and run. (Flip to 8 )
2. Go along with him and try to learn more. (Flip to 9)
---
**5**
You quickly duck behind a nearby pillar and watch as the figure reaches into their coat and pulls out a small, folded piece of paper. They place it at the base of the clock tower and walk away.
Once they’ve disappeared into the night, you cautiously approach the paper. Unfolding it, you see a strange symbol, unlike anything you’ve ever seen before.
Do you:
1. Take the symbol to someone who might understand it. (Flip to 10)
2. Keep the symbol and investigate further on your own. (Flip to 11)
---
**6**
Even though it’s morning, something compels you to head to the clock tower. As you arrive, the town is unusually quiet. The clock tower looms ahead, but nothing seems out of the ordinary. You walk around it and notice a small trapdoor at the base of the tower that wasn’t visible the night before.
You crouch down and pull it open, revealing a dark staircase leading underground.
Do you:
1. Descend into the darkness to investigate. (Flip to 8 )
2. Close the door and leave before you get in over your head. (Flip to 9)
---
**7**
You decide to take the note to the local police. When you arrive at the station, the officer on duty, Sergeant Lyles, listens carefully to your story. He frowns at the note and shakes his head.
"You’re not the first to come to me with something strange like this," he says. "But trust me, it’s best to leave it alone. This town’s got secrets, and sometimes it’s better not to dig too deep."
Do you:
1. Press Sergeant Lyles for more information. (Flip to 10)
2. Decide to leave it alone and go home. (Flip to 11)
---
**8**
You decide to descend into the darkness. The stairs are steep and narrow, the air growing colder with every step. After what feels like an eternity, you reach a stone chamber at the bottom. The walls are lined with strange symbols, identical to the one you found in the letter.
In the center of the room, there’s an old wooden chest. You approach cautiously and open it, revealing an ancient, glowing artifact inside.
Do you:
1. Take the artifact and leave the chamber. (Flip to 12)
2. Leave the artifact alone and search the room for clues. (Flip to 13)
---
**9**
You decide not to descend into the darkness. Something about the trapdoor feels too dangerous, too unknown. You close it carefully and step away, leaving the clock tower behind.
As you walk back home, you can’t shake the feeling that someone is watching you. The streets feel eerily empty, and every creak of a floorboard or rustling of leaves makes your heart race.
That night, you receive another letter slid under your door:
**"You missed your chance. Now you’re on your own."**
Do you:
1. Go back to the clock tower at night, determined to learn the truth. (Flip to 14)
2. Try to contact someone in town who might know more. (Flip to 15)
---
**10**
You decide to seek help. There’s one person in town who might know more about this—Professor Beech, an expert in ancient symbols and local folklore. You know she lives in a small cottage on the outskirts of town.
As you make your way there, the symbol feels heavier in your pocket, as if it’s draining your energy. When you finally reach the cottage, Professor Beech opens the door. Her eyes widen at the sight of the symbol.
"Where did you find this?" she whispers, her face growing pale. Before you can answer, she steps back and motions you inside.
Do you:
1. Tell her everything about the letter and the figure at the clock tower. (Flip to 12)
2. Only mention the symbol and see what she knows first. (Flip to 13)
---
**11**
You decide to investigate on your own. Keeping the symbol close, you return home and start looking up anything that might explain what it is. Hours of research lead you to an obscure online forum discussing secret societies and ancient symbols. A user named "ShadowKey" has posted images of symbols similar to the one you found. They seem connected to a hidden cult that operates in the shadows of small towns like Hollow Creek.
You send a message to ShadowKey, asking for more information. Almost immediately, they respond: "You’re in danger. Meet me at the old library tomorrow at noon. Come alone."
Do you:
1. Go to the old library to meet ShadowKey. (Flip to 14)
2. Ignore the message and try to learn more before taking any risks. (Flip to 15)
---
**12**
You decide to tell Professor Beech everything—the letter, the figure at the clock tower, and the strange feeling of being watched since you arrived in Hollow Creek. Her expression grows increasingly grave as you speak.
"This is worse than I thought," she says. "The symbol you found is part of an ancient cult—the Order of the Eternal Dawn. They’ve been using Hollow Creek as their base for centuries, performing dark rituals and sacrificing anyone who uncovers their secrets."
She opens a dusty, leather-bound book and flips to a page with a drawing of the exact symbol you found. "This symbol is part of a ritual to bind souls. If they’re after you, you don’t have much time."
Do you:
1. Ask Professor Beech for help in destroying the symbol. (Flip to 14)
2. Ask her what you should do next to stop the cult. (Flip to 15)
---
**13**
You decide to only mention the symbol and not the strange letter or the figure at the clock tower. Professor Beech’s eyes widen as she examines it, tracing the lines with her fingers.
"This is the symbol of the Order of the Eternal Dawn," she says in a low voice. "It’s been rumored that they operate in the shadows, performing rituals to gain immortality. They’ve been after symbols like this for centuries, and finding one means they’re close to performing a major ritual."
She looks at you with concern. "Whoever gave you this is either trying to warn you, or they’re using you as bait."
Do you:
1. Tell her everything now, including the letter and figure at the clock tower. (Flip to 12)
2. Ask her what you should do next without revealing too much more. (Flip to 15)
---
**14**
You decide to meet ShadowKey. The next day, you arrive at the old library, a forgotten building on the edge of town, overgrown with ivy. Inside, it’s eerily silent. Dust covers the shelves, and most of the books seem
untouched for decades.
In the back corner of the library, a hooded figure steps out of the shadows—it’s ShadowKey.
"You shouldn’t have come," they whisper. "The Order of the Eternal Dawn will stop at nothing to protect their secrets, and now that you’ve seen the symbol, you’re a target."
Do you:
1. Ask ShadowKey how to stop the cult. (Flip to 16)
2. Decide to leave the library and figure things out on your own. (Flip to 17)
---
**15**
You ask Professor Beech what you should do next to stop the cult. She ponders for a moment before replying.
"There’s a ritual the cult will likely perform at the clock tower. It’s how they bind souls to their cause. You’ll need to stop them before it’s too late," she explains. "But first, you’ll need this."
She hands you a small vial of strange liquid. "This will disrupt their ritual if poured on the symbol during the ceremony. But be careful—the cult will be watching."
Do you:
1. Head to the clock tower to stop the ritual. (Flip to 18 )
2. Take some time to prepare before facing the cult. (Flip to 19)
---
**16**
You ask ShadowKey how to stop the cult. They glance around nervously before speaking.
"The only way to stop them is to destroy the symbol. But it won’t be easy. They’ll come for you before you even get close to doing that. You’ll need help." They hand you a small, handwritten map. "Meet me here tonight, and we’ll plan our next move."
Do you:
1. Follow the map and meet ShadowKey tonight. (Flip to 20)
2. Decide to try and stop the cult on your own. (Flip to 21)
---
**17**
You decide to leave the library and figure things out on your own. As you step outside, you feel a strange chill in the air. The town seems quieter than usual, and the shadows feel longer. You head home, but the feeling of being watched only grows stronger.
That night, another letter arrives under your door:
**"You should have trusted me. Now, you’re on your own."**
Do you:
1. Return to the clock tower to stop the cult before it’s too late. (Flip to 18 )
2. Try to leave town and escape whatever’s coming. (Flip to 22)
---
**18**
You arrive at the clock tower just as the sun is setting, the town growing dark around you. The air feels thick with tension, and as you approach the tower, you notice figures moving inside—members of the Order of the Eternal Dawn, preparing for the ritual.
You know you only have a short window to act. The vial Professor Beech gave you feels heavy in your pocket. If you can pour it on the symbol during the ceremony, you might have a chance to stop them.
Do you:
1. Sneak into the clock tower and disrupt the ritual. (Flip to 23)
2. Wait outside and see if there’s a safer way to intervene. (Flip to 24)
---
**19**
You decide to take some time to prepare before facing the cult. You gather supplies and research everything you can about the Order of the Eternal Dawn. But as the days pass, you start to notice strange things happening around town—whispers in the night, figures standing outside your house, watching.
The cult knows you’re coming. Time is running out.
Do you:
1. Head to the clock tower to stop the ritual before it’s too late. (Flip to 18 )
2. Try to contact ShadowKey for help. (Flip to 16)
---
**20**
You follow the map ShadowKey gave you, finding yourself at a hidden location deep in the woods just outside Hollow Creek. As the moon rises, you meet ShadowKey in a small clearing.
They explain the plan to you: "The only way to destroy the Order is to disrupt their final ritual, but it’s dangerous. They’ll come after us once they realize what we’re doing."
Do you:
1. Agree to go along with ShadowKey’s plan. (Flip to 25)
2. Decide to take matters into your own hands and stop the cult your own way. (Flip to 21)
---
**21**
You decide to stop the cult on your own. Armed with what little knowledge you have, you head to the clock tower under the cover of night. You sneak past the guards and make your way to the inner sanctum where the cult is performing their ritual.
But as you approach the symbol, you feel a sharp pain in your chest. The cult leader, dressed in dark robes, appears from the shadows.
"You thought you could stop us?" he sneers. "Now you’ll join our ranks."
You’ve been captured by the cult and will be sacrificed in their final ritual. This is the end.
BAD ENDING
---
**22**
You decide to leave town, thinking you can escape whatever’s coming. But as you drive out of Hollow Creek, the sky grows dark, and a strange fog descends upon the road. No matter how far you go, the town’s twisted streets seem to loop back on themselves.
You realize with a sinking feeling that you can’t leave. Hollow Creek has trapped you, and the cult will find you soon. This is the end.
BAD ENDING
---
**23**
You manage to sneak into the clock tower unnoticed. As the cult begins their ritual, you pour the vial onto the symbol etched into the floor. For a moment, nothing happens—but then, the air crackles with energy, and the cult members cry out in pain as the symbol begins to burn.
The ritual is disrupted, and the cult is defeated. You’ve saved Hollow Creek—for now.
You win!
GOOD ENDING
---
**24**
You decide to wait outside, watching the cult from a distance. But as the ritual begins, you feel a strange pull toward the tower. You try to resist, but your legs move on their own, carrying you into the tower and toward the glowing symbol.
By the time you realize what’s happening, it’s too late. The cult has drawn you into their ritual, and your soul will be bound to the Order of the Eternal Dawn forever.
This is the end.
BAD ENDING
---
**25**
You and ShadowKey manage to sneak into the clock tower and disrupt the ritual together. With ShadowKey’s help, you pour the vial onto the symbol and watch as it dissolves into nothing.
The cult members scatter in fear, and the ritual is destroyed. You and ShadowKey have stopped the Order of the Eternal Dawn and saved Hollow Creek from their dark plans.
I'm actually planning trying something (sort of) similar to this with MoD actually, and I think I've always thought that these sorts of things were pretty cool. (Although in the case of MoD, it'll be a more or less linear story where the combat and stuff is the interactive part.)