Wednesday, June 11, 2025

Everlasting Summer - Introduction

Underneath SystemInsight Resolution SystemCampaign IntroEncountersGM Forward.

Introduction / Marquette
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!


ONBOARDING

Each Investigator starts with the following:

  • A Name. Write it down. It may become important later on...
  • 10 Points to distribute amongst their stats: Resolve, Instinct, Body, and Empathy. (See: Underneath)
  • An Occupation (e.g. Janitor, Teacher, HVAC Repair Guy, etc.) Be a normal-ass person.
  • 5 Inventory Spaces
  • 2 Resources, representing cash, credit, or other immediately-accessible liquidity.
  • 3 Items of their choice, which would be reasonable for a person of median means in the U.S. to carry with them unassisted. AR-15s and similar firearms are perfectly valid. An FGM-148 Javelin rocket launcher is not. (In my experience, having run this campaign three times, guns rarely make the most useful items anyway.) Anything that would have a limited number of uses like guns, drugs, or battery-powered tools get 3 Uses before they run out.
  • A fully charged Smart Phone (plus a charger). This does not take an inventory slot.
  • Winter Clothes good for typical Michigan winters. Takes up 1 Inventory Slot
Each Group of Investigators starts with the following, shared between them:
  • One normal car, tank half full of gas by the time they reach Venture. By default cars have 15 Inventory Spaces.
  • One laptop computer.
Examples of some of the best Items my players decided to take:
  • Good Boots
  • Chemical Resistant Latex Gloves
  • Handcrank Radio
  • Prayer Wheel
  • Bolt Cutters
  • Industrial Multitool
  • Dry Suit (for swimming)
  • Bottle of Prescription Anti-Psychotics
  • UV Flashlight
  • First Aid Kit
  • 5lb Whey Protein Powder Jar

SLEEP: Getting a night's sleep (8 hours min) recovers 1 Ability Damage for everyone who gets it. Doing so also reveals Insight levels. Each day in which you do not get any sleep produces 1 Resolve damage. Each overnight Sleep, also test one person for Empathy to gives dreams of the person being disappeared that night.

EATING: Every 5 waking hours or so, the PCs must eat a meal. For every 3-4 players, this should take up one use of an expendable food item or some other food source (like junk food in the 8/11)

After this, figure out how all the Investigators know each other. Did they meet in an online chat room? Were they all in the war together? Are they all part of an drug rehab group?


CAMPAIGN LOG

It may be helpful to track your campaign a sheet like this, or something similar.

It took us around 20-30 3-Hr play sessions to finish this campaign. Your experience may vary.


GM INTRODUCTION

This is a mystery campaign. The initial rumors to introduce to the players can be found at the bottom of the post here. But they aren't the ultimate mystery - that needs to be figured out along the way.

Said ultimate mystery is, of course: "Why is the weather weird in Venture?" or 
"What does Venture have to do with the waking of A'aqur?"
Which will eventually become: "How do we stop the end of the world?"

Begin the campaign on Day 0, which is January 15th 2030.

On Day 10, January 25th, if the spell "The Banishment of the Northern Wind" is not cast, the world will end and the campaign will be over. The winds of A'aqur will wash over Venture in nuclear fire, killing anything and everything.

Don't fret too much if this happens. Horror campaigns can be fun when they end in tragedy.

Also don't fret too much if things seem to be going off the rails. This is an open-ended campaign. Its ending is not decided, and you can be pleasantly surprised where things will go if you allow your players agency. In one campaign, my players decided to spend half a week in Marquette building a fortified bulldozer to assault the Coal Factory in DeVart. That was pretty cool! I think this campaign works well with a heavy dose of improvisation.

By following up on the rumors and exploring the region, the players will get suggestions and clues pointing to that greater mystery. Eventually, they will hopefully locate the Banishment of the Northern Wind spell, which will bring them into a new phase of the campaign: finding all of the ingredients of the spell to conduct the ritual.

Do not be afraid of player-character death. They are easily replaceable. You can probably make one in 5 minutes. And this is a horror campaign. After Day 9, be not afraid to cut them down like grass with difficult encounters - by then they have run out of time.

INTRO READ-ALOUD FOR PLAYERS

The date is January 15th, 2030. Climate change has destroyed the last of the endothermic prison-seals containing A'AQUR, the Wind of the North. Political dysfunction and rampant misinformation allow the problem to fester: the breakaway event is reported but dismissed as propaganda. A'AQUR's cult operates in plain sight, wreathed in manufactured indifference. Tomorrow, another scandal is on the news. The stock market is fine.

But you know something is wrong. You've seen it. A small town in the Michigan Upper Peninsula known as Venture has been experiencing temperatures upwards of 30 degrees Celsius in the heart of winter: a never-ending summer surrounded by blizzards and choking snow. It has been dismissed as a meteorological anomaly, as proof that climate change is a hoax, as merely "Michigan weather". Video footage doesn't matter. Reporting doesn't matter. The Post-Truth world doesn't care. Nobody cares. Except you.


MARQUETTE
Investigators start in Marquette, MI. Unlike the rest of the locations in this campaign, Marquette is a real place. You can look it up if you want to see what kinds of things it normally has.

...Or, if you prefer to get right to it, you can start them at the Crossroads.

Marquette, Michigan, is a relatively safe port for this campaign. It's 15 degrees Fahrenheit. There are no random encounters within Marquette. There's all the amenities a modern investigator might need: a hospital, a university, hotels, and a supermarket.

The only thing the PCs have to lose is time and money. When in doubt, activities in Marquette consume 1 Resource. A visit to the Emergency Room of the hospital? 1 Resource (with health insurance). Groceries at a supermarket? 1 Resource. Tank of gas? 1 Resource.

CONTINGENCY: If the DeVart Police have blockaded the road, then Marquette will become inaccessible by road, and moving through the woods around them safely will take 6 Hours minimum.


THE VEIL OF WINTER
Northern Michigan has long straight roads. Miles upon miles flanked with snow-dusted trees in hollowed forests. On Day 0 it's snowed 2 inches so far, and it'll snow another 2 feet before the night is done. 

Driving down Highway US-41, the snow brushes away like a curtain unfurling, like entering a building with industrial grade air conditioning. The snow gives way to clear skies. The trees bloom green like in the depths of Summer. It's 30 degrees Celsius. The car will start to warm up considerably, making those Winter Clothes uncomfortable. What is happening here is impossible. It's not just "Michigan weather".

THE CROSSROADS
An exit off US-41 takes you on a nameless dirt road for about 5 miles, where it then intersects with Independence Way. Continue following the nameless road a few miles, and there's Venture. You can see it from the Crossroads, down a slope.

Roll a Random Encounter here, using the Town encounter list. The investigators will have 0 Insight, so it'll be in its hidden form, and likely relatively undangerous.

TIMELINE OF MISSING PERSONS

Each day, someone is going to go missing. In the middle of the night they will be disappeared.
The end of the world is nigh. As the end approaches, monsters crawl out of the woodwork and the fey corners of reality to pillage the world and dance like witches under the full moon. Magic crawls back into reality and nothing is as it initially seems.

(Campaign begins on Day 0, Tuesday)


DAY

Person Disappears

Location

Where’d They Go?

Replaced With...

0 (T)


ARRIVAL IN VENTURE, MI


1 (W)

Brain Hefner

Motel 7 (Day)

Skipped Town

Nothing

2 (Th)

Eddy Wozniak

Townend Taxidermy

Became Most Dangerous Game

Loitering A’aqur Cultist in a White Truck

3 (F)

Sarah Anderson

Gas Station

Eaten By Suspicious White Van

Nothing

4 (Sa)

Margaret O’Neil

Motel 7 (Night)

Kidnapped by The A'aqur Cult, brought to Wizard Tower

Nothing

5 (Su)

Oliver “Ollie” Smith

Smith’s Fishing Supplies

Overdosed at Smith's Resting Place

Suicide Ghost

6 (M)

Katie O’Neil

Radioshack

Kidnapped by The Electric Cult

Crawling Lightning

7 (T)

Alexander Yung

St. Droggo’s Catholic Church

Drank the Orange Water

A mutated abomination that is he.

8 (W)*

David (Davey) Jones

8/11

Turned to Dust

A crystal skull bong containing his ashes / essence. 

9 (Th)**

Everyone Else But The Elf

Everywhere

Away

Nothing

10 (F)


END OF THE WORLD



  * On Day 8, the Redhound Bus appears in front of the Motel 7 at 8:30am. It will leave on Day 9 at 5:30pm.

**On Day 9, all Town and Universal tables are replaced with the Wizard’s Kill Squad: 4 HD. A truck full of Cultist Hunters armed with AR-15s and a truck-mounted machine gun. EXTREMELY DEADLY.


THE PROGRESSION OF EVIL

Every 2 Days, or every time one of the five initial mysteries is solved (whichever is sooner), a new hazard will appear in Venture. Pace them out longer or shorter at your discretion. Either roll for them randomly or pick one that seems most appropriate given what the investigators have done.

1. Time Leap
Roll a d6 every Hour. On 1-2, time skips ahead an additional half-hour. That time is simply gone.

2. Something's Hunting You
Something stalks the Woods. Something horrible. A 4HD Something lurks just beyond the boundaries of roadwork and mowed grass. Appears on 11-20. This will continue to occur until the Something is dealt with.

3. Witch's Curse
All decomposable food sources in Venture and held in inventories immediately becomes infested with flies and maggots. All hunted meat and carcasses spoil within an hour.

4.Ghouls in Venture
Cannibalistic ghouls (2HD) are added to the Town Encounter List, which changes to a d20 roll. Appears on 11-20. This effect is permanent. Ghouls are hostile whether their Insight Threshold is met or not.

5. Lights in the Night Sky
Strange swirling auroras in the night sky. No matter which location you're in it's possible to have the Lighthouse Light encounter during the night (6:00pm-8:00am). 1 in 6 chance every 6 Hours. Won't affect Investigators inside who have no line of sight to the night sky.

6. Heat Wave
Swirling winds bring a terrible blistering heat. Temperatures around Venture and DeVart become 110 degrees Fahrenheit. Every six hours without air conditioning or a similar cooling mechanism prompts a Body check or lose 1 Resolve or 1 Instinct, whichever is higher.

7. Electrical Devices Possessed
All electrical devices, including phones and cars, become possessed by strange lights. 2 in 6 chance that they'll be functional. Otherwise replacements will be needed. The Electric Cult will monitor events through dysfunctional devices.

8. Holes
An inexplicable 'absence' creeps in from the margins of the scenery. All locations in which an NPC has 'disappeared' are replaced with 1 HD Holes which deal Empathy damage to those who remain by them.

9. Acid Rain
A dreary smog overtakes the peninsula. It becomes difficult to breathe, and metal exposed to the elements begins to quickly rust. -1 Body to all Investigators.

10. Water Sources Tainted
All tap and stagnant water sources become infected with the Lake's orange water. Drinking it will transform one into a mutant. You'll need to subsist off of Nestle Ice Mountain water bottles.


SPECIAL PROGRESSIONS

These effects are triggered due to special circumstances that may arise during the campaign. Each of these can only happen once.

Sheriff Patrols
Trigger: Party member gets arrested by police or brought in for questioning by a Leviathan agent.

Blockades are established on highway US-41. Travel to and from Marquette by highway is impossible. Blockade runners will be shot. Similar to the west of town. Additional blockade established on US-41 outside of DeVart. Increases travel time by 1 Hour, and must have encounter with sheriff's deputies when traveling between Venture and DeVart.

Witnessed Horror
Trigger: Witness something truly monstrous and incomprehensible, such as a particularly gruesome death, a horrid transformation, or someone in the party committing an unjust murder.

All Investigators must test Resolve or lose 1 Resolve.

The Chinese Theater
Trigger: In Venture, Insight > 10

The Chinese Theater appears in the place of the Road Commission. One may go there to trade Resources for Magic Spells.


THE NEMESIS

During the course of the campaign, you as the GM should be mindful of establishing a Nemesis for the investigators - a mysterious and deadly force which will stalk them throughout the campaign. In my experience, you can't really plan ahead of time what this will be. It needs to be discovered. 

It may be allegorical in nature, like your traditional horror monsters. Of all the foes in the campaign, the Nemesis should be the ultimate one: virtually invincible, mysterious, and distant but slowly approaching.

The Troll
Found At: The Lighthouse
A regenerating bear-like hulk that stalks the woods. Its eyes are red in the dark and its teeth gleam in the shadows. It can only be prevented from returning with its Banishment spell. She was once a person - Dana DeVart, turned abomination by her husband The Wizard long ago. The Troll is the sick love letter of a mad man to the shade of his wife. It is the avenging demon of transgression and hubris.

The Most Dangerous Game
Found At: Townend Taxidermy
Eddy Wozniak becomes the prey becomes the hunter. A horrible amalgam of deer parts and redneck hunter madness created in a mad ritual. It is the Wilds incarnate, seeking vengeance against mankind - against you. It stalks the woods, cackling like a lunatic. It also has a gun. The Most Dangerous Game is a deadly inversion, and can be used with similar themes that use it.

The Wizard
Found At: Orange Lake
Ancient capitalist Edward DeVart, with far too much money and power, who discovered spells to prolong his life and craft horrors. Willing to sacrifice anything and anyone in the pursuit of control. Before the horrible gods we made he is but an ant. You are even less than he. He represents the spiraling corruption of economics, politics, and culture.

The Unicorn
Found At: The Magic Woods
A cyclopic deer, given strange powers by its congenital affliction. It tolerates the pure and destroys the wicked. Guess which of those you are. From its horrific singular eye it conjures shadows from beyond this reality to stalk and torment the wicked. How wickedness and purity are defined will largely affect the course of this nemesis.

Leviathan
Found: Anywhere
The prenatal god of the State has a vested interest in the end of the world to come. It blindly seeks to understand itself, through bureaucracy and law, maps and registries, and by capturing the hearts and loyalties of men. The men in black are here, but will not stop what is to come. They want to control it. In the process, they will hinder the investigators at every turn, acting as a rival adventuring party of sorts, but with all the tools of the national security apparatus at their disposal.


PLAYTESTERS

I would like to thank my playtesters, who across three different campaigns powered through scheduling difficulties and insomnia to play this game.

Deux Ex Parabola, Locheil, Mihau, Abyssin, Xeno, Bamzolino, Charistoph, Kahva, Owlbearchickenhawk, Purplecthulhu, theisticgilthoniel, Semiurge, Oblidisderyptch, Shadowfelle, Deireh

Tuesday, June 3, 2025

Twilight City - The Allies

Conquered peoples federated by the Novans, who bested them by stealing the protection of their gods and sacking their towns. They pay no tribute, but are required to send cohorts of warriors when the Novans go to war. For this they are granted a portion of the spoils, and enjoy the sacred protection of Novan mutual defense.

Metatarses

Source

They have never used tools. Instead, they use their hands and feet, which become tougher than steel by adulthood. They mine through the rock with hands like picks, grasping and pulling away the stone with calm strength. Their warriors are fierce and feared in the melee: pulling apart shields, shearing swords in half, prying armor and flesh apart with slow strong fingers like hydraulic vices. 

They are a birdherding folks who live in the hills and coldplains of the north. They live in underground hobbit-holes which they can quickly dig at a moment's notice. They are particularly fond of worms, considering them the greatest delicacy.

They have a King elected from among a cohort of youths who pass the Test of Flame. The youths must pass into the netherlands and collect a globule of molten magma with their bare hands, delivering it to their holy place to be slagged upon its shrine. From those who are eligible, a council of elders votes upon their kingship.

Unlike many of the other Allies, they have a tradition of marriage. Men are expected to leave their families and return married, typically after several years of indentured labor to their host family, whose daughter they court. Folk tales abound about greedy or overly-protective elders who ask for further and more elaborate labors for the young men to prove their worth before giving them marriage leave, and said young men who by strength and determination meet them, like the labors of Hercules.

Mar the Worm God was their highest patron - a god of counting, many, and plenty. The Novan cleric Fingol charmed Mar with a musical performance gifted to her by consuming the Mead of Poetry, boiled from the lifeblood of bards and granting god-wooing inspiration. So moved was Mar by the fiddling song that they abandoned the Metatarses in their moment of need to dance until they tired.


Incubi

Their skin is like aged black bronze, catching rainbows in the light. Their eyes are pale pale red in the dark, like bloodshot eyes in the woods in a cartoon. They live under the mountains in great tunnels and caverns, and are immune to Curse. They can freely touch and use Cursed objects. It tingles their skin and nothing more. Some elders even suggest bathing in the warm light of cursed stone to rejuvenate themselves. They can be dangerous to stand around and even more dangerous to touch.

They are intensely superstitious, believing that every action they take is watched by a singular vengeful spirit known as Balat. Whenever anything goes wrong they curse his name and make votive offerings to him. This love/hate relationship frequently confuses outsiders.

Their warriors wear goat-horned helmets like devils and they scream shrilly in combat. Before battle, they ritually purify themselves, believing that while Curse can bring health benefits, it also brings the ire of the gods.

A great number of sorcerers are renowned amongst their people - they whose magic derives from personally-forged relationships and bargains with the gods of the wild. They travel always alone, but say they are never alone. It seems, about them, that the woods grow eyes and the stones subtly shift beneath their feet to make way for their coming.

Their god Hakaldo, god of smoke and dreams, was stolen from them by a young priestess named Quenze, daughter of the House of Victory, who in a grand heist smuggled the smoke-god from his temple in her herculean lungs. To this day it is said she exhales dreams.


Konami

Source

Small reptilefolk who lives on the beaches and small islands of the Feyfjord. They primarily eat fish and seaweed, and love sea urchin innards most of all. They are agile swimmers, and can live indefinitely on the waves if they wanted. For fear of their historical rivals the Salmonfolk, they prefer to make their fort-like homes on land.

They distill paralytic poison from the urchins. They use it in darts and harpoons to paralyze fish. And they make love potions. There's an entire economy around love potions. Konami love is a famously expensive and fickle thing, with heads of house often spending a considerable portion of their income on enchanting lovers. The Queen of the Konami supposedly has hundreds of such consorts, maintained by a wealth of love potions and careful politics.

They raise pegasi, who frequently graze upon both land and sea. The 'sea-horses' (as they're called) are excellent swimmers, but can generally only fly upon the air in short bursts. Their silver scales, when they are seasonally shed, make fine decorations, being both luminous and lightweight like silver mirrors and filigree. They are quite social and proud, regarding the Konami something like little brothers or servants.

Legend has it that Nemor, who the Novans call Nix, was the protector goddess of the Konami. She was seduced before the Battle of Three-Finger Fjord by Nemus, a young man of impossible beauty, who drew her attention away from the battle with his superlative loveliness. Whenever her attention would wander, he would offer greater and more dangerous acts of pleasure. He went so far as to give his life in the process, drawing Nix's lust unto his own devouring. To this day Nemus is regarded as a masculine ideal to the Novans.


Caudi

Migratory salmonfolk renown for their beauty, cruelty, and Stoic philosophers. Their children live in the freshwater streams of the Feyfjord, independently of the adults, who live in the Estor Ocean catching crustaceans and hunting fish. Every year or so, a great number of adults migrate back past the estuaries and mountain rivers in order to spawn in a violent cataclysmic orgy of death. During this journey, they adopt a stark sexual dimorphism, with males growing enormous chins and sword-arms, and females growing long teeth and adopting a bright red color.

Their government is something like a Logan's Run-style democracy. Any who accumulate enough age, influence, and power all the sooner hear the biological call of their doom and are called to the streams to fight and mate to the death. Power tends to be in the largest age cohorts, which can vary from year to year due to the variance of a cohort's fertility or the proclivity of war.

When they do go to war, they go as a cohort after the spawn. They drag their rotting flesh to death in battle, unafraid of throwing themselves at the enemy. A large cohort can be a terrifying thing: singing songs of yearning and death that draws their enemies to throw themselves on their tridents.

Marlink was their patron god. To the Novans he is Timir. His loyalty altered after a contest of pain between the Novan priestess Cordatha and the Caudi champion Tresshi. Each sought the cruelest torture they could inflict upon their enemies, to entertain the sadism of Marlink. Tresshi presented devouring crucifixion - in which one was slowly devoured by a million stinging corals over many weeks. Cordatha presented immortality - so that one could be tortured forever, inevitably.


Leves

A farming people from the north. They use undead for agriculture, and believe the soul and the body permanently separate after death. Their bodies belong communally to their villages, hence their use of corpses as labor. They organize themselves into tribal councils within each region, typically composed of the heads of important families and any heroes of note.

But the real power lies within their caste of necromancers, who hold the knowledge of how to communicate and negotiate with the throngs of undead which outnumber the living. They are skilled in wizarding ways, and provide credible witness and judgement of oaths. They wear great wide and tall hats, and capes of brilliant feathers. The Levi way of law is convoluted and unwritten, kept in a series of oral agreements between the living and the dead - the later of which do not speak in ways easily comprehensible.

Source

The undead have their own way of doing things, and they do not always make the living privy to their business. One wonders whether the living truly are in charge, or they merely serve the dead in ways they do not understand.

Graia, who the Novans call Grachus the Door was their god. During the siege of Levimatrothal, the priest-necromancers awoke one day to find their impenetrable gates flung wide open, the armies of November waiting calmly inside the walls for them to wake. Betrayed from within by their undead watchmen, they surrendered immediately, throwing themselves before the mercy of the Novans. Since no ram had technically touched gate or wall, the Leves were spared massacre.