Tuesday, August 12, 2025

Everlasting Summer - The Lighthouse

 Underneath SystemInsight Resolution SystemCampaign IntroEncountersGM Forward.

The Lighthouse
Ghost Ship / Missing Isle
Traffic Jam / The Line / Roadhouse
Magic Woods
DeVart
Orange Lake
End Times




Lighthouse History

Finished in 1885, commissioned by Edmund DeVart. There's a plaque buried in the tall grass near the Lighthouse that will say so. Built by The Wizard back when he was young and newly rich. He and his wife used to come here, sometimes. She loved the view.

She's still here. Twisted and blackened by age and her husband's cruel magic, she lurks beneath the bridge before the Lighthouse, in a dark cave at the base of the ravine. She is now The Troll.

The Approach

The Sharps Point Lighthouse is a pale pillar against an overcast grey sky. It seems old and yet ageless. Perched upon a cliff overlooking Lake Superior, it is separated from the footpath leading to the beach by a big rocky gorge about 60ft deep and 20ft across. A well-maintained wooden bridge crosses it.

If it is night (5:30pm-8am), the Lighthouse will ward off potential intruders by sweeping its beam across the bridge. Those who fail a Body Check are Lost in Space and Time as the light rakes over them.

Hidden Troll Cave: Down in the gorge, there is a small cave. It cannot be seen from above. The climb is impossible without tools. Filled with bones and fly-covered viscera, the Troll will be there if it's day. You can hear it breathing: something large and terrible. Investigators within the cave receive -2 to all checks against the Troll.

Courtesy of Loch

The Troll

At 0 Insight, it seems a bear.
From 0 to 6 Insight, the more of a troll it seems.
From 7 to 12 Insight, the more of a woman it seems.
At 13 Insight, it is Heather DeVart. She is most dangerous then.

In shadow its form is dark and vague. It seems a bear, but long in the snout. Its drooling maw is full of sharp bloody teeth. Its eyes reflect a dull red light. It is quiet, it is patient, and it shows no mercy.

3 HD. She is always hungry. She is always vengeful. She cannot be reasoned or talked with. She will follow intruders forever until killed. Putting her down delays her by 2d10 Hours. Burning the body delays her 1 Day. She can only be permanently killed with the Banishment of the Troll spell. Empathy checks may keep her at bay like other means.

Contingency: If the Troll ever meets the Wizard face to face, they will kill each other off. She will tear his guts out, and he will melt her flesh away with nuclear fire. Accomplishing this should be very, very dangerous.

The Puzzle of the Lighthouse

The Lighthouse looks 50ft tall from the outside. It's exterior is devoid of windows or other features. Scaling it is impossible. No matter what device might be used, it will fail.

The interior is a maze. In each room, there is a single binary choice to make. Which choice is made determines what the next room ascended to will be. If the party sticks together, they'll remain together from room to room. If the party is split and they make different choices, then they will come into different rooms. Sounds weigh heavy in the Lighthouse. Verbal communication between rooms (except the first and the outside) is impossible. The sound is lost in the plaster and metal.

Rooms are categorized by Tier (T#), indicating how many choices deep they're in.


T0 - The Rusty Door

A rusty metal door at the base of the Lighthouse. It has an old, old lock on it, practically falling apart and functionally useless. The key to this lock is found within The Asylum, although the lock is so fragile the key is not needed. It's practically falling apart, and can be broken without challenge.

Choice: Break the Lock / Use the Asylum Key

The Troll Comes: After the Door is passed through, 20 minutes will pass, and The Troll will awake and proceed into the Lighthouse, following the Investigators from behind. If they backtrack they'll run into it. It has 3 HD. (See above.)

T1 - The Lantern Room (Break)

It's dark as pitch. An layer of dust coats everything. The room is filled with dozens upon dozens of light sources on tables and shelves, ranging from modern to antique: children's flashlights, whale oil lanterns, industrial torches, candles, kerosene lamps, expended glow sticks.

A narrow metal stair spirals up the interior wall to the next floor.

Empathy/Instinct: Reminds you of the grail scene in the third Indiana Jones movie, doesn't it? Let your feeling guide you, and with a successful check you can find the Old Lantern among the others.

Old Lantern: Like that an old-fashioned railway conductor might use. Has 3 Uses. Requires human-derived oil to replenish. Casts a strange blue flame, which reveals the higher Insight form of creatures as long as the light is cast upon them.

Choice: Take a Light Source / Go Up in Darkness

T1 - The Lantern Room (Key)

As previous Lantern Room entry, except: careful observation reveals shoe footprints in the dust, leading to the Old Lantern, then to the stairs.

There is an additional copy of the Old Lantern here.

Choice: Take a Light Source / Go Up in Darkness

T2 - The Black Gate (Light)

It's dark. A grate of black metal spans the room. The metal seems to slowly twist or shift in the uneven light, casting the room full of dark and fleeting shadows. The grate contains no obvious fastenings or breaks, and does not yield to casual use of force.

Wherever the light of the Old Lantern is shown the metal disappears, reappearing at the light's edge. Stand back far enough and you can make a hole big enough to crawl through. Crawling through requires a Body check at +1, or the sharp metal lunges out and pierces the flesh, dealing 1 Resolve damage. Putting the Lantern out while somebody is crawling through will lose a limb (resulting in 2 Body damage).

Using brute force to destroy the gate will require tools and a Body check. Each failure deals 1 Resolve damage. Brute force without tools will be a Body check at -2. The metal will groan with agony.

Choice: Use the Old Lantern / Break the Gate Apart

T2 - The Black Gate (Darkness)

The Black Gate above is absent in total darkness. The lead Investigator will need to blindly grope around in the dark to reach the far side. If illumination is activated, the Black Gate reappears, potentially cutting the party off from one another. There is a 3 in 6 chance if this happens that it reappears around someone, dealing 1 Resolve damage, rending and bleeding their limbs, trapping them like barbed wire.

Choice: Someone is Bleeding / All in Good Health

T2 - The Black Gate (Source)

As The Black Gate (Light)

Choice: Use the Old Lantern / Break the Gate Apart

T2 - The Black Gate (Up)

As The Black Gate (Darkness), except: blindly groping around, the lead Investigator will feel something: a person, ahead of them, standing still in the dark. Suddenly, they'll be pushed backward. The person in the darkness will race up the stairs, with resounding metal clanks as their shoes clang upwards.

Illuminate fast enough (with a Body check) and you'll be able to see the sneakers on the person climbing the stairs. (The the Black Gate will appear)

Choice: Chase to the Person Up / Take it Slow

T3 - Library (Lantern)

A dusty miniature reading room, with a comfy-looking reclinable sofa chair and several wooden bookshelves lined with well-worn books. A single beam of light from a small head-height window illuminates the room. The bookshelf contains mostly old novels, fairy tale anthologies, and dull nonfiction books on Upper Peninsula history. Or imagine a mix of books between what your grandmother keeps and the books in a waiting room.

Books: contained in one of them (GM's choice), an old-timey photograph. A young woman in prim attire stands next to an industrious young man in a black suit whose face has been smudged with a bloody fingerprint (unclear if entirely human). Written in cursive on the backside: "You always get the best things. -Heather"

Resolve Check: Spend time thoroughly searching through the books, and you will find 1 Random Spell. It's been manically scrawled into the margins - diagrams, incantations, notes on pronunciation and geometry, pitfalls and consequences of mistakes.

Reclining Chair: Leans back with a dusty snap and the sound of grinding gears. It opens a small secret door in the wall, big as a crawl space. It contains a ladder that ascends.

Choice: Have the Photograph / Leave It

T3 - The Gate's Vengeance (Gate)

The climb is dangerous. It's dark. The metal stairs seem rustier and less secure. Even if they're tested, the stairs will betray you. The first person ascending will require Instinct/Body check when the rusty stairs give. Failure, and they'll fall down into the bloody embrace of the Black Gate below, dealing 2 Resolve and 1 Body damage.

Subsequent attempts after the initial pathfinding may be done at +2 bonus.

 When you climb enough, you cannot tell anymore which way is up and which way is down. Gravity seems uncertain. Have you been ascending this whole time, or are you merely flipped upside-down?

Ask them rhetorically: "Are you going up? Or are you going down?"

Choice: They're Going Up / They're Going Down

T3 - The Altar (Bleeding)

It's quiet. Quiet enough for the blood dripping on metal to crowd out any other sounds. It's dark. In the darkness there is an altar of stone. On the altar is a bowl. The bowl is made of brass, the altar of lead. Both are covered in fresh blood. There is also a grimoire - The Banishment of the Northern Wind. (Note: for each instance of this grimoire that is obtained, the GM may be asked one question about the ritual.)

There are handprints, smears, small pools of it. It smells metallic, rusty, devoid of the usual sweet blood smell. It drips down onto the floor and falls through the metallic grate to who-knows-where. Perhaps the Black Gate? Were the Gate the incisors, The Altar is the molars. The walls are like a machine that grinds bones. The empty space above is like a long unending throat.

To bleed upon the altar, it will demand any combination of 3 damage from up to 3 people. Any less won't feel necessary.

Stone steps lead upwards.

Choice: Give It Your Blood / Keep Your Blood


T3 - The Pool of (Health)

The sound of running water comes first. A gentle burbling, like a tiny stream. Within the room there is a fountain embedded in the wall. From the mouth of some empyrean man comes a steady stream of water, pooling in a basin. In bas-relief around the basin are depicted various woodland life, coming to drink.

The water from the Pool of Health restores 1 damage when drunk. There are exactly 3 uses of it present, and no vessels to carry it. The water will never replenish.

A set of stone steps goes up.

Choice: Drink from the Pool / Don't Drink the Water

T3 - Cave Paintings (Old)

Metal grate stairs become smooth stone steps. The walls become smooth natural stone. It's like stepping into a neolithic cave. The walls are covered in hand paintings. A fire pit in the room's center contains no fuel. Light it up, and the cave paintings will seem alive. When they're alive, you can almost hear them speak. When you almost hear them speak, they will whisper you how many Days you have left. The End comes, the End comes, the End of humanity comes!

Paintings: They're old. Very old. Faded from time. Thousands of years, genuinely. But they depict things that were impossible for the age: pump jacks and oil pools, early airplanes and smokestacks, circuit diagrams and lightbulbs, barbed wire, electrical plug outlets, tubes and tubes and black black tubes.

And there is a Black Key in the middle of it all. It is lucid - more lucid than anything else, even you. It persists in your vision as you turn away, longer than it should. It almost seems to project from the wall. You'll see it in your dreams. 

Choice: Commune with the Black Key / Do Not Commune

T3 - A World (Apart)

The stairs culminate in a strange hallway, projecting horizontally outward, as if the Lighthouse extended a hundred feet to the side. The area is illuminated in a dim rusty light, but there are no sources of illumination present. The walls are made of the same kind of white plaster as the Lighthouse exterior. The floor has a red carpet.

At the end of the hallway there are two doors, side by side. Metal, pristine. When one is opened the other will lock. It will not unlock for 1 Day.

Choice: The Left Door / The Right Door

T3 - The Black Cauldron (Slow)

Five large vats of a viscous golden liquid on the periphery. A great black cauldron dominates the middle. Four of the vats and the Cauldron are empty. The fifth vat contains a fuel derived from melted human tallow, enough to replenish the Old Lantern or to use in a Spell.

The Black Cauldron lies atop a lattice of cinderblocks and a pile of wood ash. Depicted in bas-relief on the cauldron's sides are scenes of its use: the slaying and flaying of fat children and the elderly. Cutting their fat and tossing it into the pot. Feeding the remaining flesh to a bear-woman-like creature under a bridge (which looks eerily like the bridge to the Lighthouse).

At the base of the Black Cauldron is a grimoire of the Banishment of the Northern Wind.

There is no sign of the person in the darkness from before.

There is a metal spiral staircase in the corner.

Choice: Oil in Their Inventory / No Oil

T3 - Up and Up and... (Up)

The stairs spiral upwards seemingly infinitely. The person is already three flights ahead of you. How are they that fast? You can hear their shoes clanging on the metal, driving upward with a practiced endurance. By the time you reach the top, you will be tired, and 2 Hours will have passed. Body checks for everyone, or lose 1 Resolve. Lose 1 Body regardless.

At the one Hour point, you'll hear metal clanging from below: the Troll pursues you as you pursue the person. You're boxed in. If you want to go back, you'll need to fight.

Choice: Up / Fight


The Lantern Light

Source

For all following instances of the Lighthouse Lantern, assume the following:

  • A large reflector, 1 meter tall. Its combustion chamber is hidden somewhere down below.
  • A gallery beside the reflector allows 360-degree view of Venture. You can easily identify all town locations. You can see the autumn colors of the Magic Woods, and the Veil of Winter beyond that. You can see the Ghost Ship.
  • Instinct Check: Off in the distance to the south, you may notice a strange cloud that hugs the land many miles off. It does not move and maintains its position despite the wind. This is the hidden Wizard's Tower.
  • If it is nighttime (5:30pm-8am), the Lantern Light will be active. This makes the top of the lighthouse the most dangerous place one can possibly be. Merely touching the shining light sends one hurtling into Lost in Time and Space. The lantern radiates the sensation of an active, intelligent malice, like a shark about to rip something living apart.
  • If it is daylight (8am-5:30pm), the Lantern Light can be safely explored. (For the most part)
  • Smashing the Lantern Light does functionally nothing. It operates on a haunting logic: repairing itself when least expected or convenient. It is a portal for dimensions we cannot understand and is not beholden to the forces and logics of this universe.

T4 - Gallery (Photograph)

From the ladder, a latch opens up into the ceiling. The Lighthouse's Lantern, at last. Along the floors and window panes are attached hundreds photographs, from old-timey Victorian-like to modern instant, all containing the same two people: the woman from the Library photograph, and a man whose face has been smudged.

The longer you look at the collection, the more malicious it gets. As a function of time: the woman ages, the man does not; the woman saddens, the man does not; the woman fears, the man does not. The man seems young across the ages, despite his invisible face. You can feel the hatred slowly boil over the course of the collage - visceral, in the guts: a bile hatred.

Eventually, you can come to the finale: 

  • photographs in which the man's visage is hatefully torn at - shredded with fingernails and seemingly claws
  • dried blood on the ground, too much for a person to survive
  • claw marks on the glass, from a bear??
  • shredded photographs, in tiny little bloody pieces. Make an Instinct check every hour to piece them together. 
Torn Photograph Scenes:
  • a mansion in the woods (the DeVart mansion), the woman smiles happily in front of it held in a bridal carry by the man
  • a grimoire (Banishment of the Northern Wind), written hatefully on the back side: "You lied to me"
  • a view from the underside of the bridge just outside the lighthouse, from just outside the hidden cave
  • a blurry portrait photograph of the man, slightly less blurry than the others. It actively resists attempts to recognize it, requiring mental strain. Make a Resolve check every time this is attempted. Failure results in Strain: 1 Resolve damage. Take a -3 penalty to the check unless: an Insight score of 10+, or having seen The Wizard. 
Photograph of the Wizard: It is indeed he: a photograph of the Wizard when he might still be considered a man. While within sight of this photograph, all forces aligned with the Wizard receive a -2 penalty on their rolls.

T4 - (Leave)

From the ladder, a latch opens up into the ceiling. The Lighthouse's Lantern, at last. Coiled up beside the lantern is a long knotted rope secured firmly to a concrete fixture. Cast over the side, the rope allows safe descent. If the Troll is still in pursuit, it will simply glare down from the top of the rope when the party has escaped.

T4 - The Flame (Up)

The rusty spiral staircase culminates in a ceiling latch. The Lighthouse's Lantern, at last. A small pilot flame burns just beneath the lens. Covered by a shield of black metal, it shines like a candle in the dark, burning its image into your eyesight... permanently.

Everywhere the Flame's light is seen leaves a radiant afterimage in one's vision. Look at it unhindered for more than a couple of seconds and you will be rendered permanently blind. Anywhere the flame spreads to has a similar effect, so long as it has never been put out - Olympic torch rules.

The Flame can blind any friend or foe that has eyes, causing 2 HD of damage to foes and 2 permanent Instinct damage to friends. It spreads quickly onto other fuels, including flesh. Trying to spread it with hostility onto someone else invokes a 1 in 10 chance of backfire, combusting the user. Against the Troll, the Flame deals a unrecoverable 2 HD worth of damage (making it a 1 HD monster, dangerous but more pathetic), but it cannot permanently kill it.

T4 - The Troll's Lair (Down)

You fall. Through the maze of metal and wire. Into a deep black pit with seemingly no end. Everything goes dark.

They wake up 1d4 Hours later, in the Troll Cave beneath the Lighthouse (see above). The Troll is nowhere to be found. The way you fell from is nowhere to be seen.

Empathy: Something is different about one of the Investigators (GM's Choice). It's something in the eyes, in the teeth - a certain bloody redness that catches the light, a certain recession of the gums and sharpening of the canines.

...In truth, the Troll is now in them. At some point in the future, it will come out to initiate some savagery. Perhaps against the investigators, perhaps against something else. If the Wizard is found, then definitely against him. Until this point the Troll will not stalk the party. Telegraph this possibility every so often - make it clear that something isn't quite right.

T4 - Asylum Furnace (Give)

The higher you climb, the hotter is gets. The darker it gets. It's like climbing up into a furnace. When you touch the warm metal, you can feel a slow irregular pulse - faint and unrecognizable at first, then strong and terrifying. Your hair starts to stand up on end. Like delving into the belly of a great metal beast.

At the end of the stair, there is a small latched door, big as a crawlspace entrance. It's so hot you'll be sweating. Through it one will emerge in the furnace within The Asylum. If the Investigators encounter the Electric Cult after doing this, the cultists will be utterly shocked, receiving a -2 penalty to all attacks in the first round of whatever happens. Be quiet enough and they'll be caught totally off guard.

T4 - Escape! (Keep)

The Lighthouse groans like a hungry beast. The walls and the stairs shake. It does not like being denied its meal. The walls above begin to collapse inward, like it were being crushed by a giant's bite from the outside. The metal screeches as it bends and breaks. Anyone who stays will be crushed, devoured.

Treat the Lighthouse as a 4 HD monster, with a -1 penalty to do damage. Perform a series of checks to escape back the way you came, or get crushed. The Troll is nowhere to be found. The Lighthouse bites, gnaws, snares and binds. Metal sawing teeth seem everywhere. The walls groan and crumble underneath the impossible force. It's like a soda can being crushed.

If or when the Investigators escape, the Rusty Iron door behind them slams shut and crumples up against its threshold: the Lighthouse will not offer entrance again today. Tomorrow it will be reset.

T4 - Ponder (Drink)

From the stone steps, a latch opens up into the ceiling. Where the Lantern would be it is empty. There is only the lighthouse gallery and the panoramic view. You can see many things from up here: the town, the beach, the Ghost Ship, the Magic Woods, the Veil of Winter.

It's quite a lovely view. If there are any weather effects active, they temporarily aren't while up here. If any of the Investigators are carrying beer, you can inform them that if they drink it they'll recover 1 damage.

The highest Instinct player may ask the GM one question about anything they can physically see. The GM must answer truthfully, without reservation. I recommend holding nothing back about the answer.

T4 - The Hunter's Lance (Don't)

From the stone steps, a latch opens up into the ceiling. The Lighthouse's Lantern, at last. Propped up inside of the lens, like an arrow pointing the way of the beam, is the Hunter's Lance. It appears an old old spear, broad-leaved and very sharp. Inscribed on its shaft are images of hunting dogs and men gleefully pursuing towards the spear head. It feels like a holy relic.

The Hunter's Lance - Feels indelibly weighted and sure-handed in the presence of beasts, like it wants to leap from the hand to pierce the flesh of wild things. Against beast-like monsters, The Unicorn, and Artemis, the Hunter's Lance instantly slays them without the need for roll. It must simply be declared by the Investigator that they attack. 

T4 - The (Black Key) In Hand

The Black Key seems to project out from the wall, like a shadow on an invisible prism. No, it's not just a projection, it's really there! You could reach out and pluck it from the walls. As you reach out, you can hear a myraid of sounds: electric buzzing and distant turbines, the roar of a fire and the rumble of engines, people screaming, people dying, people silent in sheer awe. Within the darkness of the Key there is light. Within the light, even greater darkness...

Empathy: On success, you pluck the Black Key from the wall. You have come to an understanding about something: have you ever not had the Key in the palm of your hand? It feels familiar, like a cell phone you've had for years. On failure, you are stricken with electricity for 1d4 Resolve damage. You may try again, at your peril.

The Black Key: It opens any door, any lock. Even combination locks. But only once. After which it disappears. While holding it you cannot be electrified.

T4 - The Lantern (Not)

The Black Key, it seems, is just a shadow. Just another symbol. You can see now a metal stair in the room, leading up. The rusty spiral staircase culminates in a ceiling latch. The Lighthouse's Lantern, at last.

There's a switch on the back side of the lantern. If you turn it off, the Lighthouse will no longer shine its foul light at night.

T4 - Reverse World (Left)

The door leads... back outside. If it was daylight it's now night, if it was night it's now day. The time remains the same. Daylight hours and night hours are now swapped (8:30am-5pm). There is an additional celestial body in the night sky: a dark moon. Nothing else is different.

If you feel like it, you can mirror everything else, or just the things the players have seen.

If the Investigators return through the Lighthouse by the same set of circumstances, they can return to their normal earth; however, there will be doppelgangers waiting for them, with as many HD as there are Investigators. The doppelgangers will be utterly hostile.

T4 - Up is Down (Right)

The door leads... back outside. But something isn't right. Everything looks upside down! It's as if you all are standing on the ceiling, looking down into a neverending endless pit of the sky. Nothing changes, except for this perspective, and how Insight now works.

Strangers and friends alike may note how the Investigators always seem to be staring upwards...

Insight works in reverse now. If Insight is lower than Insight score then the monster's 'true form' is revealed. If Insight is higher than Insight score, then a monster's 'ordinary form' remains the case. The way Insight is generated does not change.

If the Investigators return through the Lighthouse by the same set of circumstances, they can return to their normal earth; however, there will be doppelgangers waiting for them, with as many HD as there are Investigators. The doppelgangers will be utterly hostile.

T4 - True Death Beam (Oil)

The spiral staircase culminates in a ceiling latch. The Lighthouse's Lantern, at last. It has an oil pan and two levers: up/down and left/right. You can point that light wherever you want. With the oil burning in the pan, you can sweep the beam of the Lighthouse over anything, deleting people, monsters, and buildings as you see fit. Such things are removed permanently from the campaign.

It can sweep over any feature in Venture or on the Beach. It cannot reach any Forest, DeVart, or Highway location unless everything else has been deleted. If they delete something important (such as the Ghost Ship, the 8/11, the Church, the Chinese Theater)... sucks to be them!

So They Want to Death Beam Everything: when everything else is gone, the Lantern light will turn on the door latch to escape, and then on them, one by one. The Investigators may decide amongst themselves who goes first and who goes subsequently. That's the only choice they have. It's the end of the world, man...

When there is only one of them left, the Lantern turns upon itself and disappears, leaving the Investigator alone in an empty world. Perhaps The Elf will be there, for a final deposition.

T4 - Horrible Knowledge (No Oil)

The spiral staircase culminates in a ceiling latch. The Lighthouse's Lantern, at last. Within the depths of its lens there is a faint spot of light, like the sun as seen from Pluto. To the first person to really gaze at it:

  • Gain 2d4 Insight
  • 1d4 Empathy damage, reducing max Empathy by the same amount. This may leave the Investigator permanently dissociated.
  • Gain the Foresight spell.
  • Be cast into Lost in Time and Space, but if you survive you return to this time and place instantly as if you'd never left.
  • The Light... The Light... The terrible terrible Light... It burns, it yearns, it shines so bright!

T4 - Wizard Tower (Up)

Up and up and up and up. Add 2d4 Hours onto the travel time up the stair. At the top there is a latched trap door. It opens up into the Astrology Library in the Wizard's Tower. As long as the door is kept open one can return back through. As long as the door remains open the Troll will come through.

The Wizard will know someone has intruded upon his tower...

T4 - Shade in the Void (Fight)

Surviving the Troll, you may continue.

The spiral staircase culminates in a ceiling latch. The Lighthouse's Lantern, at last. But where the lens would be, there is a hole. A great big terrible hole that goes who-knows-where. It's silent, about a meter wide vertically. You could step into it like hopping a fence, or dive in. There's no trace of whoever you were pursuing. The edges of the hole are smooth like car hood plastic. It's quiet inside.

A few minutes walking around with deadened footsteps, and you'll see who you were pursuing: a woman. She's old, very old, in a white dress lying on the ground. Heather DeVart.

She'll ask: "Is it dead?" (Referring to the Troll). 

Assuming it hasn't been banished: "That won't be enough."

She is Heather DeVart, wife of Edmund DeVart, or so she believes... Some little humanity of hers that remains is kept here as a kind of shade. She is not Heather DeVart. That would be the Troll. She is a copy. This place is a magical prison. She can never leave. She can tell you some things about her life, but her descriptions are always like they were somehow externally observed, like someone recounting their memories like history.

  • She was born in 1866 in Providence, Rhode Island
  • She had three sisters. The youngest of them died at the age of 4.
  • Her family was wealthy. They owned several textile mills. She hated sewing.
  • She married Edmund when they were young. Her father arranged it. She liked that he bought her expensive things and made grand gestures.
  • Over time they grew distant. They had two children: a boy and a girl. They both died after becoming adults. Edmund focused more on his copper and iron extraction businesses.
  • She killed a man. She and a few friends had martinis and went driving. Couldn't see him at night. "He was so dark". They covered it up, buried it with high priced lawyers and sympathetic judges. Edmund owned the local newspapers. Nobody would stand with the man's family.
  • She started finding things of Edmund's: strange old books, arcane devices, blood stains. She never saw him much after that. She didn't care. She liked being apart then. He had grown cruel, and she dispassionate.
  • The last thing she remembers is coming back here, to the Lighthouse. She liked coming here sometimes, when she was young. They used to have picnics on the beach. She would read while watching the ships pass. She couldn't hear the whispers then. She couldn't see the monsters underneath the skin.
  • She'll tell you anything for a drink. For anything that might lower Insight. Anything regarding the Wizard or DeVart.

Tuesday, August 5, 2025

Staff of the Familiar

 A wizard staff, with the personality of a phlegmatic semi-psychotic gerbil. It has an equal chance upon affectionate petting to gently purr or hiss and try to bite. You must feed it three big drops of your blood daily or it gets cranky and will only hiss at you instead of casting spells. Assuming its good mood, 1/Day it can cast each of the following.

Swallowsack

R: Touch    D: Until Recast

Your familiar eats an object no larger than a balled fist, keeping it slightly slimy and protected in an extradimensional pocket. You may recast this in the future for your familiar to hack and cough it up like a hairball. If your familiar is banished or killed, it unceremoniously spits it up.

Doppel

R: Touch   D: 1 Day

Your familiar takes on your appearance. It cannot speak except in ways it could before transformation. It is somewhat awkward in its movements, behaving in ways that your familiar did. It retains its stats.

Miserable Little Guy

R: Self    D: 10 Minutes

You summon a horrible little slimy gremlin whose entire existence is agony and it wants to die immediately. It cannot kill itself. It innately knows with cosmic certainty the quickest way for it to die, and will immediately seek this method, slug-squelching at about 5 feet per Minute (50ft over the duration) once released from your hand. It has the approximate air handling of a deflated football, and won't die if tossed unless tossed hard.

Meat Men

R: Touch   D: Varies

It takes 10 Minutes per HD and makes 1 Meat Man per HD. These little meat men will obey your commands and are loyal to you, but they're about as smart as meat can be (not very smart in most circumstances). They rot away into obsolescence in about a week, faster or slower from 1 Day to 1 Month depending on the temperature, any preservation, and concentration of carrion in the surroundings. Each Meat Man looks like a gingerbread man made of meat, has the strength of a very small child, and is reasonably un-dexterous in the way a two-year old would be.

Secret: Meat men made purely of brains inherit half the intelligence level of the creature they were made of.

Thirty Cats

R: 30ft    D: Permanent

You summon thirty cats, either centered around you or roughly in a circular area in front of you. You do not control them. They behave as normal cats would given the situation. Have fun! If you intend to eat them, you will find them unnourishing with regard to thirst and hunger, as all summoned creatures are.

There is a roughly 1 in 100 chance per cat of a SPECIAL CAT appearing. This binomial distribution results in roughly a 1 in 4 chance of special cat, followed by an additional 1 in 6 chance of two specials, additional 1 in 8 of spawning three, and additional 1 in 10 of spawning four. (Treat the dice like exploding, except the die number goes up each time.)

SPECIAL CATS

  1. Spark Cat - As Lightning Bolt, but randomly targeted. After the flash, you'll have a little fuzzy face imprinted blotched red on your vision.
  2. Not-A-Cat - It's a doppelganger pretending to be a cat. Can stretch like melted cheese if it wants. It likes to follow peoples around, and other cats are very afraid of it.
  3. Cat-Cat - Like a cat, but more cat. Long legs, longer teeth, longer whiskers, longer tail. More affectionate, more territorial, and more fickle.
  4. Tiger. A normal tiger. It's not happy.
  5. Black Black Cat - An umbracat cat. Seamlessly melds with shadows. Quite shy.
  6. Mat Cat - Like a cat, but it's flat as a mat. When afraid, it can catch the wind like a sail and hurl off like a plastic bag.
  7. Fat Cat - A cat with a loaded stock portfolio and a hefty 401K. Also it's cute and chubby. Can and will speak. Return it to a bank or rich estate and it will give you sound investment advice.
  8. Plutonium Cat - It's very cute, and very deadly. In about a minute it will meltdown into the ground. Glows orange in the dark. Incredibly hot. Incredibly friendly.
  9. Water Cat - Scaled and finned like a fish. Spiked like an urchin. Poison causes strong allergic reaction. Hates to be out of water.
  10. Wish Cat - If you catch it it'll grant you a Wish to let it go. But it's slippery like butter, cleverer than a fox, and for every distance you approach it, it becomes twice as far away.

Size Swap

R: Touch    D: 10 Minutes

You trade sizes with your Familiar. This means you can ride around on it. If it can fly, you can fly. If it can burrow, you can burrow. If it can swim, you can swim. If it can't do any of these things, then it can run really fast.

Vinegar Tom

R: Touch    D: 10 Minutes

Your Familiar becomes long and stretchy, and more impervious to harm. Any attacks against it have a 50% chance of failure on top of normal evasion rules. Your Familiar can also squeeze into impossibly small spaces by stretching like it's made of rubber.

Tuesday, July 29, 2025

Everlasting Summer - Venture Hinterlands / US-41 Highway

 Underneath SystemInsight Resolution SystemCampaign IntroEncountersGM Forward.

Venture - Part 1
Venture - Part 2
Venture Hinterlands / US-41 Highway
The Lighthouse
Ghost Ship / Missing Isle
Traffic Jam / The Line / Roadhouse
Magic Woods
DeVart
Orange Lake
End Times

These posts are contain major spoilers for Everlasting Summer. Prospective players be warned!


The Woods

One can imagine that every non-aquatic location on the above map is separated by woods. If the Investigators want to venture into the Woods for any significant length of time, be it to try and shortcut, go around an obstacle, or flee, roll a Woods encounter. When in doubt traversing the woods doubles the travel time.

If walking (dotted line) between driving routes (solid line), multiply the time is takes by 20.

By Loch

Townend Taxidermy

Day 2: At twilight, Eddy goes out back and slits his own throat before the monstrous prey-idol he's made. He becomes the Thing In The Woods - a 4HD creature that stalks the night, and abandons Townend. The deer-hunter taxidermy disappears with him.

Day 4: An A'aqur Cultist parks out front with his great big white pickup truck, scouting for potential sacrificial targets (young women). At night he returns to DeVart, leaving Townend unattended. He has 2 HD.

Appearance: A blocky white building made of concrete and ply metal, like a shipping container. The front exterior contains advertisements for hunting licenses, taxidermy, and beer. 3 kilometers from Townend the Traffic Jam begins west down the highway.

Townend Taxidermy, owned by Eddy Wozniak, is divided into two halves: taxidermy art, and hunting and camping supplies. The later contains much that you would expect from any sports goods store: tents, camo, camping food, etc. The entire back wall is devoted to various firearms. There are more guns and bullets here than a party of investigators can possibly use. When in doubt, each costs 1 Resource.

The former half is full of taxidermy that Eddy has made, ranging from critters big and small. It's decent more often than not. Themes range from the comical (six squirrels playing poker) to the macabre (a deer posed and dressed like a hunter).

Eddy: Quiet, creepy, and extremely wary of outsiders right now, on the inevitable dawn of his ascension. Conjure up a harbinger of doom. Greasy hair receding at the corners, plaid jacket, smells like death if you're too close.

Spook: Pick one player with a higher Empathy or Insight. They hear a dull scratching noise from somewhere in the store, like a nail being scraped against the inside of something big and hollow. Follow it, and it leads to a taxidermy deer. In an Insight vision, it suddenly bends down, dull eyes full of death, and tells this person to RUN. Offer no explanation. Nobody else sees or hears it.

Explanation: Tear open that taxidermy deer, and inside you'll find a skeleton of a dead fetal unicorn, progeny of the Unicorn in the woods. Eddy killed it. It's why he's crazy: he's being haunted by the living Unicorn's vengeance. Pry it out while Eddy is around and he'll definitely try and kill you. He has 2 HD in human form.

The Portrait: At the back of the taxidermy section, there's a painting on the wall. This one: 


The Painting: Ask Eddy about it, and he'll say defensively (disregarding the question): "You can't have it. It's mine." He'll punctuate his responses with "You can't have it" in an as offsetting way as you can manage. Ask about unicorns, and he'll give you nothing.

Missing Hunters: Ask Eddy about the missing hunters Matt and Harvey, and he'll tell you what he knows: they came by here a week ago, bought some camping supplies and three cases of beer and went off to the "Henderson Property".

Roadhouse / Perfect Pasty: "Just down the road, over the hill."

Henderson Property: Some folks call it "The Magic Woods". Mr Henderson named it after his favorite basketball star: Earvin ‘Magic’ Johnson. He even invited the celebrity to the Woods’ grand opening. Johnson never came, and Henderson was heartbroken. He died shortly after, about fifteen years ago. Not sure who owns it now, but that's where the boys were headed. Eddy can tell you how to get to it: either continue down the highway (through the traffic jam), or loop around on US-41(takes "a few hours"). You'll know it by the welcome sign by the Highway: "Welcome Magic Johnson!"

If Eddy Isn't There: if Eddy isn't there to point the way for the Missing Hunters, consider two options: 1) video surveillance in a back room of Townend that features the boys and conspicuously shows them with a map working out directions with Eddy. 2) Sarah Goodman finds her brothers' Youtube account, in which the last published video shows how to navigate to the Magic Woods. She forwards it to the investigators.

Out Back, The Idol: A small hidden beaten path leads behind Townend Taxidermy. A five minute walk leads to a small clearing in the woods. A horrible stench of decay precedes arrival. There, an idol 15ft high made of rotting carcasses in the monstrous shape of what-is-to-come. At the helm of this monument of flesh of roadkill, gutted animals, and fly-infested skins is a grinning deer skull wrapped in carrion. Eddy refuses to acknowledge or answer questions about this project of his, but if he senses the investigators have messed with it he'll go postal.


Smith's Fishing Supplies

Day 3: Ollie starts suffering from opiate withdrawal symptoms. He will not sleep again until his death.

Day 5: Ollie Smith, during the night, takes some opiates down to the beach and overdoses, killing himself. He is replaced by a Suicide Ghost at his store. As a warning, the Unsettling Mermaid Statue starts bleeding from her eyes.

Appearance: A run-down little store, made of flaky-painted wood, with a dozen broken, rusted, and scavenged old cars sitting out front. Most of them have been torn down to only their frames, with engines and interiors removed. Advertisements for bait and fishing rods on the front windows. There is an Unsettling Mermaid Statue next to the front door.

Unsettling Mermaid Statue: The paint is peeling away, particularly around the eyes. A lot of it has flaked off, pooling around the base. The craftsmanship is, frankly, bad. What was intended to be a beautiful big-chested mermaid has a kind of Simpsons-esque mockery mixed with amateurish gusto. It's the eyes, though, that are really just the worst: soulless wells that look like they contain the hunger of Scylla. Poor Mermaid - she doesn't deserve this.

Interior: Homely and a bit cramped. The store shelves are very close together, and the items are only loosely organized by theme. Fishing and hunting supplies: rods, licenses, trail food, tackle boxes, fly fishing crafts, and hooks. Ollie will usually be sweating behind the counter. It may be because the lack of air conditioning. It may be the opiates.

Ollie Smith: An older man, weathered by his time in the sun. Sweaty from withdrawal. Baseball cap for the "Vikings" - unclear which sports team precisely. Plain ochre T-shirt too big for him. Occasionally socially inappropriate in a way an old man who doesn't realize he's old would behave. He has back pain.

Missing Hunters: Ollie can give you similar info as Eddy above. The kids came by here a few days ago, asking about "weird deer".

Back Room: From the back of the store by the fly fishing craft supplies, a door ajar leading to a dimly lit room. Under the lone lamp light one can see a bloody severed human hand in a vice, perforated by sharp thin hooks like a Hellraiser fascination.

Close Examination of the Hand: It's a replica made of rubber, gore and all. Looks very lifelike, but it's fake. Don't tell the investigators this unless they specifically close to closely examine it. The tension from the initial discovery can be fun.

Turn the Lights on in the Back Room: You can find unlabeled opiate pills in the drawers of the work desk. In the corner buried under a blue tarp is a plaster cast used to make the hand. It's got dried blood around the wrist area - quite a lot of it. This should only be found after a thorough search.

Ask Ollie About the Hand: He'll get a good laugh about it, telling the Investigators it's made of rubber. He wants to use it to catch Pressie - the local Loch Ness monster of Lake Superior. He thinks human hand bait will finally get it. 

He won't get the chance, feeling too unwell, but if the Investigators use it, the Human Hand Bait will indeed lure Beach monsters to it. It also works against the Coral Horror in the Ghost Ship, having the faintest traces of saline blood on it.

Information: Ollie can tell you rumors about the Beach, the Lighthouse, and the Ghost Ship.

  • Beach: See strange things, particularly at dusk and dawn. Take care, the water's cold. "Lake Superior never gives up her dead." You can find Petosky stones on it, but the beach near town is largely picked clean.
  • Lighthouse: "Sharps Point Lighthouse", used to be called "DeVart Lighthouse". It's haunted. Better stay away. Went in there as a kid, with friends. Got separated and lost within it. Beware the Troll.
  • Ghost Ship: "Lake Superior never gives up her dead." Cargo ship ran aground a few miles west on the beach. From town: go to the beach, turn left, start walking. It'll take "a few hours" if you're quick.

Smith's Resting Place

Day 5: Ollie Smith's corpse will be out here. (See above)

Out behind the store is the path in the woods leading towards the Lake. A set of old mossy stone steps worn down by feet and time, smoothed in the middle like an ancient library. It's a little slippery. Where the path meets the Beach, between the Lighthouse and Venture, there is a small dock going out into the lake.

The Dock: Small, narrow, an inch submerged into the water. There's a old rowboat in poor condition and a plastic kayak in good condition moored to it. The kayak can seat one, the rowboat six. Taking the rowboat out onto the water without repairs has a 3 in 6 chance of it sinking.

Hidden Boat: If approaching from Smith's Fishing, you'll find a cache hidden in the woods under a camouflage tarp. It's got an upturned motor boat, devoid of gas but in good condition. It's also got a big heavy toolbox with a Good Screwdriver and a Watershed Map, along with a few handfuls of other rusty inferior tools.

The Map: Shows various rivers, streams, and lakes in the immediate area. Seems custom made. 

The map suggests the Ghost Ship - Magic Woods - Orange Lake route on the pointcrawl.

Gas Station

Day 3: Sarah Anderson gets in her truck and heads off towards the Roadhouse. She is devoured by the Mysterious White Van while attending the line. In her absence, the gas station is unattended. It becomes dark and spooky, with flickering lights and the darkness of the woods creeping in from the flanks.

An Eccon-Mobile gas station, exactly like any gas station you'd find in the midwest. It's got four pumps full of gas and a convenience store with junk food. It is attended by Sarah Anderson, a bored woman in her mid 30s who really wants to visit the Roadhouse.

Why does she want to visit the Roadhouse? She hears they have the best Pasties in the state. Everybody she knows wants to visit it. People can't get enough!

Ask About Her Father: Any mention of her father (Mr. Anderson) in Superior Assisted Living and she'll shut down. She really doesn't want to talk about it with strangers.

US-41 Highway

A long straight road through the woods, seemingly going on forever, punctuated by the occasionally cross road, leading to who-knows-where. At night, the hypnotic penumbra of darkness comes and goes with the rising and falling of the road, like the waves of the lake, lulling one to the twilight of consciousness.

Roll for encounter 1 in 6 chance every Hour traveling. Include the following special events at your discretion:

Roadkill: Not an uncommon sight. A racoon here, a squirrel there. First it's one, then two, then four pieces of roadkill scattered on the road. Cross the hill and it's seven, then they start appearing in small piles. It starts to be dozens. Then, it's all of them, all at once: a pile of hundreds of pieces of roadkill - a great big pillar of decay sitting right in the middle of the road. If the Investigators are speeding, roll Instinct to avoid plowing right into it.

High Beams: Necessary in the dark, to see the sides of the road. Flick them on, and you'll get a flash of eyes on the margins of the light. Photoreflective like cats' eyes. Dozens of pairs, watching, for just an instant.

Potholes: The road gets bumpy. Potholes everywhere. Getting denser, getting deeper. Causes the car to leap and bump. Makes sounds you know are really bad. Jolts folks awake. It's like the suspension getting hit with bricks. Then the road simply stops. A pothole so big there's no more road. It goes down forever. Insight > 5 : there's people down there. It's you, staring back up. You've fallen in. There's no way out. You're in pothole now: it's your whole world, this pothole. Perhaps some Resolve can get you out...

Blue/Red Lights: Far behind you, police lights flashing away. They must be miles down the road. They stay miles down the road, for however long you drive. It's like they're always getting closer, but they never do. You never see the car, just the lights.

Rocket Man: As the Town encounter: a man in a yellow convertible screaming and laughing manically as he speeds towards a hill at 140mph. For the briefest moment, it seems like he's about to take off like a plane... then he plows straight into a series of pine trees and the car folds like squished butter. It catches fire. The trees catch fire. The car, folded around the truck of a pine tree 50 feet in the air, holds no trace of the man. Stick around, and that fire will start to be a problem. The woods are dry. Nobody will come to put it out.

Police Checkpoint (Progression of Evil): Barricades and car spikes set up across the Highway. The DeVart police have set up checkpoints at the edges of the Everlasting Summer. Nobody gets in or out. Marquette is now locked out. Getting around them in the Woods will take a substantial time commitment. Flashing lights reveal themselves dangerously at the last seconds before the barricade is approached. In the dark it's like getting ambushed. Five cops armed with combat rifles and body armor will question anybody coming through. If they get a whiff that anything illegal is happening, they'll try and rag the Investigators back to the DeVart Jail. 2HD encounter, with two additional dice rolled for damage purposes.

Police Checkpoint (Later Time): At some point in the future, at your discretion, the Checkpoint is slaughtered. Replace the five officers with five corpses. There's blood everywhere. Ghouls feast on their bodies. They'll feast on the Investigators, too.

Thursday, July 17, 2025

Everlasting Summer - Venture Part 2

 Underneath SystemInsight Resolution SystemCampaign IntroEncountersGM Forward.

The Lighthouse
Ghost Ship / Missing Isle
Traffic Jam / The Line / Roadhouse
Magic Woods
DeVart
Orange Lake
End Times

These posts are contain major spoilers for Everlasting Summer. Prospective players be warned!


The Last Radioshack

The last Radioshack store closed in April of 2025. Somehow, this one didn't get the memo. It looks exactly how you'd remember it from the outside, if you'd ever been to one, like it'd been plucked out of time. The building is an island, isolated from everything around it with empty parking lots. There's two entrances: one front one back. The windows are covered in paper. Black bulb cameras overlook every side. One advertisement in the front remains: 

"CAR BATTERIES $79.99. BUY ONE GET ONE FREE!"

Katie O'Neil, sister to Margaret (Motel 8 Night), is the sole employee. She has made this place into a fortress. With dripping paranoia she watches the building exterior through a closed-loop surveillance system, fearing the things that now roam the town. She has all of the electronics you could ever need and five tasers taped to a stick.

Portable radios are duct-taped next to the front and rear doors. Katie will use those to communicate with anybody on the outside. She will not trust them. If they can provide some testimony to the strange electrical occurrences, she might trust them enough to let them inside.

DAY 6: The Electric Cult, if it hasn't been dealt with, will assault the Radioshack during the night and kidnap Katie, bringing her back to The Asylum to become one with the Body Electric. She will be replaced with Crawling Lightning that errantly patrols the store exterior.

Power Substation

Josh McConnor, Electrician, present 10am-5pm Daily

Lies next to Superior Assisted Living. A handful of large transformers and a small office containing power flow control for Venture, kept inside of a chain link fence with a locked gate. Parked nearby in the Superior Assisted Living parking lot is a cop car, says: "Marquette County Sheriff - Dial 811"

Power lines go between the Substation and Superior Assisted Living, then to both the town of Venture, and to long titanic power lines going west through the woods.

BODY/EMPATHY: Ask for something strange, and you can sense the faint sound of voices in the wires. The souls of the body electric try to cry out but cannot be clearly heard.

DAY: During the day, the electrician Josh McConnor is doing work here. He works from 10am to 5pm, claiming to be "doing some calibration on the transformers". He is a secret member of the Electric Cult. What he's really doing is monitoring the progress of The Body Electric and all the souls trapped within it.

Josh McConnor has been to the Chinese Theater and knows a spell: Lightning Bolt. He can cast it exactly once at the cost of burning his eyes out, rendering him blind. It deals 3 Body damage to one target.

TRAP: The air around the gate is electric - the fence is electrified. There are no warning signs, save for your hair standing around it, and the feeling of potential in the air. Touching it without insulation will cause 1d2 Body damage, and has a 1 in 3 chance of alerting Officer Ronnie Craig in the parking lot nearby.

Inside the fence is a small office for Power Flow Control. It has an old 90's style computer and spare key to the lock on the gate. Boot it up and it'll give a power usage readout for various places around Venture.

Region

Location

Power Usage (kWh) - Over 24 Hrs

Notes (Do not show players)

WDS

____

1429

Constantly spikes if monitored. Frequency of spikes can be converted into morse code to read “SOS”. Readout for the Asylum location.

WDS

TWNT

35


WDS

SFS_

5

kwH = The day Ollie dies.

WDS

ECCM

72

Gas becomes unavailable at the Eccon Gas Station unless this remains on.

WDS

RDHS

40

Roadhouse has magical crone backup generators.

VEN

MTL7

4

kwH = The day Margaret gets kidnapped. If the power is turned off, the Motel is no longer a safe place and will receive random City encounters.

VEN

811_

8

kwH = The day Davie dies. If turned off Davie will eat all of the ice cream in the 8/11 freezers.

VEN

LGHT

462164444

kWh is 0 if during Day, when Lighthouse is turned off.

VEN

RADI

22

If turned off, after 1 Day Katie O'Neil will come to investigate (if before Day 6)

VEN

SAL_

879

If turned off, Ronnie Craig and Josh McConnor will investigate within 1 Hour if able.

VEN

ROAD

14

If Insight is > 10, readout is: "C_A_MOVIE?"

DVT

DVPD

67


DVT

COAL

2399

If Coal Plant is rendered inoperable, all readouts will be "0".

DVT

____

888888888

Wizard Tower. Power readout is always maxed.

DVT

DVES

12

Estate has backup generators.

Acronym Meanings:

WDS = Woods ; VEN = Venture ; DVT = DeVart

____ = Data erased (The Asylum) ; TWNT = Townend Taxidermy ; SFS_ = Smith's Fishing Supplies

ECCM = Eccon Gas Station ; RDHS = Roadhouse ; MTL7 = Motel 7

811_ = 8/11 Convenience Store ; LGHT = Sharps Point Lighthouse ; RADI = Last Radioshack 

SAL_ = Superior Assisted Living ; ROAD = Road Commission ; DVPD = DeVart Police Department 

COAL = Coal Plant ; ____ = Wizard Tower ; DVES = DeVart Estate

INTERACTION: From this substation any Venture or Woods location can have its power cut off. DeVart locations are locked from this terminal, requiring instead access at the "COAL" location.

  • If the Lighthouse is cut off and it's nighttime, it will turn back on and sweep its foul light on the Investigators at the terminal.
  • If the Asylum (____) or Superior Assisted Living (SAL_) locations are cut off, Officer Ronnie Craig and the rest of the Electric Cult will come to this location to hunt you down.
  • If the Last Radioshack (RADI) is cut off, Katie O'Neil will come to investigate.
  • For the rest of the occupied locations, its occupants will simply be miffed.

Superior Assisted Living

BUILDING FROM A DISTANCE:


A sad grey structure. Big bold letters: “Superior Assisted Living” above a picture of Lake Superior. Big blank concrete walls, gravel perimeter. Giant power line towers branch the Substation, Assisted Living, and the Woods.


ELECTRIC CULT ADVERSARY ROSTER:

All Staff working at the facility are secretly a part of the Electric Cult.


Name

Role

Default Location

Weapon

Lisa Manger

Secretary

1. Front Desk

Taser

Sarah

“Nurse”

2. TV

Stun Gun

Rhea Hackett

Living Assistant

4. Staff Area

Taser

Josh McConor

Electrician

Power Substation

High Power Live Wire (Lightning Bolt)

Ronnie Craig

Police Officer

Parked nearby

Taser, 9mm Pistol


Rhea Hackett is the de facto leader of this cell of the Electric Cult. Everyone else follows her orders. Lisa and Sarah each constitute a 1 HD foe. Rhea, Josh, and Ronnie are each 2 HD. If shit goes down, Ronnie will enter through the main entrance with his gun and/or taser ready. Josh will take at least 10 minutes to realize and run over.



  1. FRONT DESK

Two automatic sliding doors. One of them doesn’t open.


Inside: ugly puke green floral wallpaper, peeling at the seams. Coarse red carpet. At the front desk sits the secretary Lisa Manger. Won’t pay attention to anyone coming in. Endlessly plays Solitaire on her computer, even when talking to people. Even when they point it out to her.


She has a taser in her desk.


Area to the left is marked “Staff Only”, and locked from this side. Key to it in the desk.


  1. TV

Hallway is dark, cold, and empty. Solitary flickering light bulbs barely illuminate. All the adjoining patient rooms are dark and empty, their nametags removed. 


Any particular room has a 2 in 6 chance of being locked.


The first relaxation area has a few tattered couches and an old tube TV with VCR. An old man, Mr. Anderson, sits watching static. His eyes reflect the grainy reality.


Successfully fiddling with the TV can turn it off, but every channel plays static. The VCR tape currently playing plays static.


Insight Threshold > 5: Faces in the static. Horrible, pained faces.

Empathy check might get Mr. Anderson to wordlessly whisper for help just once.


GM Note: Practice and make the static sound audibly. Use it strategically for spooky effect among any electrical equipment. This is the effect of The Electric God, of the people trapped in the wires sacrificed by the Electric Cult. Make it a recurrent spook.


Sarah Goodman, a 15 year old “nurse” (she is not even close to one) will be nearby cleaning patient rooms. She’ll come over if due time is spent here. She thinks she’s a nurse because she works here, and has no idea that real nurses are certified and take years of training. She "takes care" of the handful of patients left. To her that means simply doing what Rhea tells her to.


  1. BLANK WALL

An old woman, Mrs. O’Neil (Katie and Margaret's mother), stands right next to a blank concrete wall, staring at it unmovingly. She talks and mutters to herself, having a conversation with "the people in her teeth". Interact with her after this explanation and she’ll break down into tears.


3a. Occupied Patient Room


The only occupied patient room - an old man hooked up to half a dozen machines: heart monitors, respirators, dialysis, I.V. drips. More tube than man. His skin is practically grey. The heartbeat monitor is too slow.


This man is dead. Yet, the heartbeat monitor continues to go. Static sounds in the background.


Fiddle with anything, or even just coincidentally, and the heartbeat monitor will flatline.


After the flatline, you'll see the Paulding Light out along the power lines behind Superior Assisted Living - it races away from this facility, down those power lines in the woods.


Then, the sound of heels clacking on the floor from the Staff Area - Rhea Hackett. If she sees what might appear like interference she’ll call Ronnie Craig, the Electric Cult’s secret cop, to come arrest. If the Investigators go quietly, Ronnie will take them to the Asylum and lock them up in a cell, to sacrifice them one by one.



  1. STAFF AREA

Rhea Hackett sits here during work hours, filling out paperwork related to the remaining patients: Mr. Anderson (TV), Mrs. O’Neil (Blank Wall), and Mr. Konway (Patient Room). Documents provide cover story for their symptoms.


Area contains numerous filing cabinets and a desktop computer. They will be unlocked if Rhea is present, locked otherwise. Contains patient data going back a decade.


Patient Data: 4 Hours to look over. Information on successful Resolve check.

  • In early 2022, 98% of the patient population over a period of six months. Despite this the facility continued to operate. Rhea Hackett (the current head nurse) is the only patient of this period to survive it.

  • There are inconsistencies with treatment and diagnosis of symptoms. Doctor visits are rare. (Once every three years)

  • Some of the files are old, very old. Over a century old. They’re dated to the 1890’s, marked “Venture Institution for the Criminally Insane.”


  1. BARREN COURTYARD

A gravel, unappealing courtyard bridging the interior of the complex. Windows in Staff Area and all adjoining patient rooms see into it. Maybe there’s a dead bird. Windows will have a 3 in 6 chance of being locked. Locked windows require a Body check to open.


St. Droggo's Catholic Church

Open on Sunday (Day 5, 7am)

A tiny little chapel on the outskirts of town. It is locked until Sunday (Day 5). Contains a few pews, an altar, a depiction of Jesus Christ on the cross, and a small closet that contains some clean cloths for the altar and spare curtains. The mini-steeple has a bell which can be rung by hand.

Alexander Yung arrives in his little white volkswagon on Sunday morning. He is a kindly and generous middle-aged man, humble and cautious. He has come here every Sunday for the last 12 years. The priest comes by once a month - he was supposed to come today but was "feeling ill". Alexander will have a difficult time believing anything extraordinary or seemingly supernatural that you tell him.

He brings with him a carboy full of excellent coffee, some bread and wine for communion, and a couple of mugs. He is not a priest. He is an "Extraordinary Minister of Holy Communion", which means he can do communion, but not hear confession or the like.

He'll offer Communion. It won't do anything extraordinary.

He'll also offer some coffee he made at home. This coffee heals 1 point of damage, and additionally grants 1 point of Resolve. It's some damn extraordinary coffee.

The Church is a safe location until Day 9.

DAY 6: Overnight, Alexander gets thirsty and drinks some of the tap water from a spigot just outside. In the dark, he does not see the color. Drinking the orange tainted water, he transforms into a horrible mutated fleshy creature. Terrified by his new appearance, he hides in the closet of the Church for the rest of the campaign unless coaxed out. He retains his mind and his sanity, and can continue to be helpful if he can be convinced that he's not a harm to anyone else.

Secret: Alexander Yung qualifies as a priest for the purposes of the Banishment of the Northern Wind, despite not officially being an ordained priest, even while in his grotesque form. It will take mighty convincing for him to partake in such an obviously 'satanic' ritual.


The Beach

Sandy, occasionally littered. The Lighthouse can be seen off to the east. Go far enough west and the Shipwreck can be seen. At night, the Lighthouse turns on. Watch it for some time, and you'll get the sense that something is off about it: 

Bad Feelings About the Sharps Point Lighthouse:

  • the rotation timing is irregular. Sometimes it seems to stop, or stutter, or swing lower than it should be able to go.
  • the color is too white or too dark, like it's unnatural somehow.
  • the feeling like being a deer in the headlights as you're looking at it
  • the sense that it's searching for something...

There is a 1 in 3 chance every time the Beach in Venture is crossed at night for the Lighthouse to try and shine its horrible light on the investigators. 

The Lighthouse is Onto You: (Pick 1)

  • The rotation slowly begins to speed up, until it's going at a frantic pace. Then it'll slow down until it stops. Then the beam of light will duck down and start sweeping across the water, then the beach. It seems to sweep and grasp like a reaching leech.
  • The light turns red, and distant cries and screams can be heard like the pit of hell has opened from the light's portal.
  • Every time you blink the Lighthouse seems larger. By the tenth blink it's looming over you, bending like a tree in the wind. You can see the burning light at its helm, and its terrible promise.

One or two of the party must make an Instinct check or get whisked off to Lost in Time and Space as the Lighthouse shines it light upon them like the Eye of Sauron, and they simply disappear as the light crosses over them.

Petosky Stones: (Needed for the Banishment of the Northern Wind) When searching for Petosky Stones here, every person may make an Instinct Check at -1 every 3 hours to find 1d6 of them. The area immediately next to Venture is more picked clean than further down the beach.

If rolling for Random Encounters, roll on the Beach table.