There is no end to the possibilities you can come up with for isolating and entrapping a group of soon to be victims, but here's a few options to help get you started.
Halloween party: The players all received initiations from friends or family to attend a spooky Halloween party in a remote location. The chains and hooks and decorations all seem authentic and exciting, even the fake corpses are really impressive. But soon the party turns into a true Halloween nightmare. This can also be played with a number of ways. Perhaps the decorations and music are in fact not very good or convincing until the killer shows up and things seem to become more real and horrific. Have other party goers dress as classic serial killers or slashers, and then when the killings start it can add a dash of suspicion and paranoia. If you plan to run a narrative focused game or an ongoing campaign consider the possibility that the survivors first being pulled into the mists and murder might be related to the holiday itself. Recommended maps: Any
Lost in the woods: The party finds themselves lost deep in the woods. Perhaps it was a camping trip gone wrong, or a bird watching expedition, or their cars all broke down on a lonely stretch of road. Eventually they stumble upon what will become the scene of a horrific trial.. Recommended maps: Painful plantation, Haunted forest
All you survey: The players are all involved in a real estate deal. Some wealthy investor has purchased, or is considering purchasing the location in question and has sent financial advisors, construction experts, plumbers, electricians, prospectors and other similar professionals to the location in order to assess its value. But once they're inside escape becomes impossible. Is it possible that their employer knew what would happen? Recommended maps: Any
The dare: It was supposed to be fun. Stay up late. sneak into a place you shouldn't be, and whoever stays the longest is the bravest. But then it all went wrong. This setup is most suitable with a group of younger characters, though an angry parent, police officer or security guard added to the mix is pretty simple to explain. This classic setup makes the ensuing terror all the more tragic with younger survivors. It also begs questions regarding why the location has a tie to such a powerful evil force. Recommended maps: Any
It's a living: Sometimes horrible things happen to people just doing their jobs. This setup sees each player having a normal reason for being at the location of the nightmarish trial. Security guards, pizza delivery people, employees working late, even a friend come to pick someone up after their shift. The primary attraction of this setup is that it creates a situation where the killer, the evil entity appears suddenly. It doesn't strike in the far dark corners of the world, where civilization is lost, it attacks at the busy beating heart. Recommended maps: Abandoned bit-coin farm, After hours office, Play palace of terror, Pizzeria of nightmares.
All maps have similar qualities, but with minor aesthetic differences. Regardless of what map you need there are certain features that need to be included. Each individual map will have explanations on the variations you might add to make each map feel different. These variations are usually hiding places, vaults /slides, containers, and obstacles that can be pulled into the way. Detailed explanations of them are found elsewhere but here's the summary:
Generators: There should be generators equal to 1+the number of players. Generally these should be spread out as evenly as possible across the map. These are covered n the Light of day section.
Hiding spots: These hiding places, covered in the hide and seek section, are safe spots a survivor can hide. There should usually be about 2 for each survivor.
Crows: These cunning corvids are spies for the entity and are covered in the Hide and seek section. There should usually be about as many crow placements as lockers, that is 2 per survivor. Each "Placement" can be anything from one to a whole murder of crows, with no mechanical difference. Crows can be placed anywhere: on the ground, on top of containers or hiding places, or if suitable even in the rafters or on top of walls or trees.
Hooks: Rusted, jagged, wicked meat hooks are the perfect place to painfully put survivors. There should be a number of meat hooks on the map equal to twice the survivors and they should be spaced as close to evenly apart as possible, to make sure the killer is never too far form one. Also keep in mind the killer needs to maintain using their action each turn to hold onto a struggling survivor they've grappled, so any vaults or obstacles should be thought of as totally impassable when determining hook placement.
Containers: These cache's of items come in two sizes, small and large. Small containers hold one item and large ones contain two. There should be a number of small containers equal to the number of generators and usually one large container. If the killer has a special defeat clause that requires one or more items then add that many containers, with the appropriate items inside. Containers and their contents are covered under the "Hide and seek" section.
Obstacles: These barriers are objects that the survivors can pull into place behind them in order to create a barrier for the killer. These barriers always need to be placed in such a way that when pulled down they'll cover a 2 Meter space between two walls. There should be about 3 obstacles per survivor.
Vaults/Slides: These are permanent obstacles that survivors can traverse with a simple check. The survivors can easily leap over or slide under these barriers, but it takes the killer longer. These vaults and slides are generally found as part of walls, such as an open window, short hedges, a halfway lowered garage gate, or the like. The number of vaults or slides is pretty heavily based on the number of walls, but as a general rule one in three walls should have either a slide or a vault. Vaults and slides are covered in the hide and seek section.
Walls: These are walls. You know, walls. This also includes other impassable obstacles like trees, tall hedges, wrecked vehicles and the like. Generally speaking any attempt to climb a wall uses a survivors action and incurs a penalty between -3 and-5 to the str+athletics check. Walls help to turn the map into a maze and give the survivors a chance to hide from and escape a faster killer, as such they should be placed very liberally if possible.
Exits: Of course since the entire point of the generators is to power the exits don't forget to place those exits. Unless there is a good reason there should be two exit gates placed on the map and never along the same side of the map. Exit gates are covered in the Light of day section.
Abandoned bit-coin farm- A bit-coin farm is unlike any other farm. It's a huge area of thick concrete and countless server towers. Minimal office space is needed since there's usually only one or two people here, if anyone. Instead the "employees" are the endless machines, computating and decrypting and mining for strange crypto currency. Due to heat management it's not uncommon for these buildings to be under the ground where the earth can cool it somewhat. And since there's little need for employees it's not at all uncommon for the lighting to be minimal or intermittent. It's a perfect place for a terrible, haunted and cold trial against a killer who stocks the darkness.
Hiding spots: The hiding spots scattered around the map can be empty server tower cases, storage lockers, or even the occasional desk to crawl under or closet to stash oneself in.
Containers: The most common containers are going to be drawers in desks, filing cabinets, or possibly storage lockers.
Obstacles: The most readily available barrier's to pull down into place are freestanding server towers themselves that aren't fastened to the floor.
Vaults/slides: The vaults can be things like desks, half height server towers, knocked over towers, and even generators themselves.
Walls: The outer walls should all be thick merciless concrete, while the inner ones are typically going to be huge racks of servers, fans, and thick tangles and cables of wire.
After hours office: An abandoned office building, maybe just a few hours after the last shift, maybe a few decades. This quiet, lifeless place is devoid of heart and soul, steeped in the crushing despair of the 9-5 grind. fluorescent lights flicker ominously, old inoffensive but stained carpet lines the floor, and countless cubicles dot the area. For extra fun and an added dimension you could even include multiple floors of unending office space.
Hiding spots: The simplest hiding places to include are desks that the players can huddle up under, but they are not the only option. Other hiding places might include small utility closets, diving into the coat rack to blend in with coats, or even spots where the player can slip into the ceiling or ventilation ducts.
Containers: Desk drawers and filing cabinets are the most common containers in the afterhours office. If you want to add some variety you can also include discarded suitcases and backpacks from employees, "Prize bins" for employee loyalty programs, or even garbage or recycling bins.
Obstacles: Since cubicle walls are a little too sturdy to be pulled down the obstacles common to this map could be things like coat racks, filing cabinets, large motivational standees, or even extra large rolling chairs.
Vaults/slides: The easiest vaults or slides are both desks for this map. Either a desk you can get a run at and slide under, or ones you can slide over. Other options include half height or destroyed cubicle walls, broken or collapsed sections of roof that have created improvised archways, and holes in the floor that can be leapt over.
Walls: The Majority of walls on a map like this should be cubicle walls. sturdy enough that they can't be easily broken or knocked over, but also easy enough to explain in almost any imaginable formation. Of course the outer "walls" might well be shatterproof glass. Any player seeking a fast way out and managing to break such glass will find a very lethal fall awaits them.
Haunted forest: The Haunted forest is a dark and frightening place. Thick mist rolls along the ground, trees both living and dead creak and groan in an ominous wind and leaves crunch beneath feet. As the players wander they eventually find thick overgrown hedges of wicked brambles dripping with venom reaching in all directions. No matter how they try to get over or through them they receive only stinging burning scratches for their trouble. This foliage seems to stretch out in all directions in the mist, broken only by the ominous exit gates. If the storyteller wants to tie this game into normal world of darkness then the connection to the hedge and the dream world could make some excellent implications for the nature of the entities realm and origin.
Hiding spots: Hiding places are abundant in a haunted forest. The most common options are thick piles of leaves, hollowed out trees, dense bushes, and perhaps heaps of mostly fleshless bones, along with abandoned camping tents.
Containers: Discarded backpacks, hollowed out logs, and secret stashes beneath thorny brambles are the most common item locations for this map. To add some variety consider a hanging bear bag, slashed and abandoned tent, or even a spooky well.
Obstacles: The easiest obstacles to find in the haunted forest are tall rotted trees, easily pushed over. But others can include precariously piled rock formations, loose branches ready to be broken, and hanging corpses that can be pulled down.
Vaults/slides: The natural world is full of obstructions. Rivers and pits can be vaulted over, as can boulders and thorny brambles. Meanwhile low hanging branches and solid rock formations can easily be slid under by a nimble survivor.
walls: The outer walls of this map are thick tangled venomous brambles, and they can grow in all kinds of strange formations through ought the forest as well. Likewise toppled trees, large rocky outcroppings and cliffs and even chasms can make up other suitable natural barriers.
Play palace of terror: You know one of these places. A big cage filled with fun things for children to amuse themselves with while their parents catch their breath and maybe eat a burger. This play palace however is by far the biggest, most elaborate, and as it turns out, most haunted. Countless twisting turning tunnels, clear viewing windows so you can see, and be seen, rope bridges, swings, elaborate inflatable obstacle courses, rotating cylinder rooms and more, mall connected by cheap but durable and garish plastic.
Hiding spots: The Play palace has many fine hiding spots. Underneath tablecloth covered dining tables, Behind the giant mascot standee, the underside of the silly slide, but the best is without a doubt the ball pit.
Containers: All the good little boys and girls get a prize from the toy chest at the exit of the play palace. Of course survivors are welcome to take on too. Other searchable "containers" can include novelty backpacks, discarded meal containers with a prize inside, garbage cans, and of course the ball pit. everyone loses something in the ball pit.
Obstacles: A play palace is replete with amazing obstacles. From standees, to big swaying punching bags that can be ripped down, and f course every tunnel could have a big novelty sliding door to seal it off.
Vaults/slides: This is the only map where the slides are real actual slides. Small ones, big long bendy ones going over multiple squares, and of course monkey bars and jungle gyms too. The Vaults can be half height walls with big rolling tic-tac-toe cylinders, seesaws, and those big colorful spring mounted animal seats. Not mention dining tables that can be leapt and slid over and toppled rope bridges and collapsed beams
walls: Everything in the play palace is bright, hard plastic that has been drooled, gnawed, and regurgitated on time and time again. A few choice pieces here or there may be tooth chipping metal and the outer walls are likely to be panes of coloured but remarkably durable glass.
Pizzeria of nightmares: A malformed cousin to the Play palace is the pizzeria. And I don't mean a sweet little Italian pizza shop. This is a sprawling arcade that serves cheap but tasty pizza while costumed mascots roam around enticing children to spend tokens, win tickets and buy prizes without a single thought towards their USD exchange rate. An animatronic band plays terrible songs and the carpet looks like it's seen worse than what awaits the survivors.
Hiding spots: Hiding spots are abundant in a pizzeria. Survivors can dive into the ball pit (damn useful they are), or slip into a photo booth or the booth of a sit down arcade machine. They could also crawl under an air hockey table or if desperate climb into a mascot suit to hide.
Containers: Pizzeria's are made to hock cheap toys for exorbitant numbers of tickets. as such a prize counter or two makes the ideal place to hide some goodies. But there's also always an employee lounge or maintenance room for the animatronics, that's usually a great place to hide something valuable, not to mention employee locker rooms. Last but not least a hollow mascot suit might make for a pretty fine stash of useful items.
Obstacles: The easiest obstacles by far are arcane cabinets. just hard enough to tip over, just easy enough to leap over, and readily spiced across the pizzeria. Other options include animatronic suits, token machines, dead bodies stuffed into mascot costumes, and huge roulette wheels that give out terrible prizes.
Vaults/slides: Came tables are ideal vaults or slides. Pong and foosball and air hockey are preferable of course. Other options include jumping through the sides of booth based games and leaping over bikes for racing games, as well as of course the numerous counters and tables spread thru ought.
walls: The walls of the pizzeria are generally concrete, as are the numerous pillars that hold the place up. most internal walls are going to be either plastic, wood, or glass and sometimes they can slide back and forth to turn one big room into several smaller ones.
Grave graveyard: Is there anywhere more convenient to die than a graveyard? At least this graveyard seems a pretty likely place to die with the killer around. The graveyard is pretty self explanatory, big mausoleums, gravestones, dead trees, hedges, and of course a constant looming darkness and thick fog.
Hiding spots: Common hiding spots in the graveyard are mostly empty sarcophagi, freshly dug graves, and thick, but not too thick, hedges.
Containers: Discarded caskets, dusty old shelves in tombs, and shallow, half dug graves are all great places to find items on this map. For some added options consider high up in the branches of a dead tree or buried in front of a gravestone.
Obstacles: The easiest obstacles to use in the cemetery is of course grave markers. from towering angels to rusted obelisks to extra large tombstones there's plenty of ways to desecrate a grave in order to avoid winding up in one. Beyond gravestones you could also use rotted trees, huge flower wreaths, and even coffins left propped up and laying around.
Vaults/slides: closed caskets, toppled gravestones, the hood of a hearse, felled trees, all of these make excellent vaults. Slides are a little bit more difficult, but since they're statistically identical it's not a big problem. Recommended slides would be halfway tipped over coffins or gravestones that can be slid under.
walls: The outer walls of the graveyard are thick brick with terrible wrought iron spikes along the top to ensure there's no escape. Survivors attempting to climb their way out find the walls and spikes slick with blood or icy rime, quite impossible to scale.
Painful plantation: A small cluster of buildings surrounded by stretches of barren land. The ground still smells of blood and stinging nettles bite at the ankles of anyone passing through. The presence of pain is palpable in the very air, as if it were suffering that was grown here instead of plants. The fields have been overgrown into something like a horrifying hedge maze of tangled branches vines and brambles.
Hiding spots: The Natural hiding spots for the plantation would be outhouses, thick bushes, and horrifying "sweat boxes" cramped cells in which slaves were kept as torture.
Containers: The majority of containers on a plantation map are likely to be indoors, kept within a main house building. These could be anything from desk drawers to chests to wardrobes. Outdoor containers might be abandoned cars or stagecoaches or even hidden knotholes in the occasional tree.
Obstacles: Indoor obstacles are abundant, from desks, to dressers, to overstuffed taxidermy bears and the like. Outside obstacles might include corpses crown over with enough thick vines that they stand upright on their own, old elegant statues now worn away with time, or even outhouses or bushels of rotted produce.
Vaults/slides: The indoor areas of the map are abundant with fine vaults, from windowsills to couches, to desks and tables, which work equally well as slides. Likewise broken stairs or old rotted holes in the walls make for fine vaults or slides. The outdoor areas instead have thick arches of thorns to be slid under, and waist high hedges to leap over. Not to mention wagons or cars, collapsed trees, and deep trenches.
Walls: The plantation walls are thick, once beautiful, wooden walls. In some places they may have rotted or collapsed entirely. Meanwhile the outdoors areas have thick vegetation, hedges and briars that can reach ten feet in height or more and the outer walls are much the same, choking vegetation and impassable brambles.