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.