New Dealand


Traveler's Log
On the way Luca lost control of the van and drove it into mud. While standing outside of the van surveying the damage and trying to come up with a game plan- the gang heard more strange noises in the woods. Seems like the noises were not limited to the woods around the lodge. Rightfully spooked, the gang worked together to pull the van out of the mud and finished the drive to Wick Beach.



Wick Beach and Boardwalk
A town on the coast of New Dealand famous for its boardwalk, lighthouse, and shipwreck museum

Gary Goldman, the lighthouse keeper
Traveler's Log
Luca and Chad immediately ran towards the water and surfed, while others shopped, bargained, and flirted with underage people (actually, that was just Anise.) Hobi broke into the lighthouse and met Davey, the lighthouse keeper. Later in the evening, all went to the fortune teller and received very ominous fortunes. The lighthouse's light then, very suddenly, flickered off. This sent people into a panic because apparently this has been happening on and off for the past few weeks.


Traveler's Log
The gang went to the lighthouse to investigate and talked to Davey. He mentioned "The Great Pirate War," which was a war between the soldiers at Fort Delaland and Pirates. He did mention that Peg Leg Pacifica received her name because her leg was cut off at the lighthouse- with her own sword.
The gang couldn't tell if she cut her leg off herself, or if someone else did it. The sword is on display at the lighthouse. Well... it WAS on display. It disappeared from the case!! It didn't take long for you to discover who stole it... because the ghostly form of Peg Leg Pacifica materialized in front of you with it in her hand. She quickly ran off in the direction of the beach.


Peg Leg Pacifica


Traveler's Log
The gang followed Peg Leg Pacifica to the beach and discovered that it was covered in dense fog. Hobi bravely entered the fog with the help of an invisibility spell and overheard the conversation between Pacifica and two other ghost pirates. Apparently, they were looking for somebody specific. Turns out, that someone specific was Davey! He was pulled into the fog and captured by the pirates. The gang had a face-to-face altercation with Pacifica, and her companions Blowhole and Squawk. Through that, the gang learned that she was seeking revenge against Davey for having her stolen sword and was hoping to cut off his leg.

Altercation with Peg Leg Pacifica

Traveler's Log
According to Davey, the person that cut off Pacifica's leg was none other than his ancestor. Pacifica also revealed that the rest of the pirate crew was being held captive in Fort Delaland by the ghosts of the soldiers residing there. She seemed aware of the fact that she was a ghost- but was more focused on reclaiming her honor. The gang managed to talk her out of cutting Daveys leg off in return for you helping her to free her companions from the clutches of the soldiers at the fort. Meanwhile, Curtis and Chadicles were eating waffles in the van



Traveler's Log
It struck a few members as odd that both the ghosts of the pirates and the soldiers appeared at the same time, but the gang had not found the catalyst. The gang drove through the night towards the fort and, along the way, everyone began to play the game of "imagining something running alongside the van." Except, it wasn't a game.
There really WAS something running alongside the van, and it looked entirely different for each person. Luca tried to reach out to the creature with psychic powers, but this only spooked the creature and made it stop following the van.




Luca looking out the van window at the creature.

Traveler's Log
The gang continued on towards the fort and arrived just in time to catch up with the Pirates. They went inside to discover the ghost of Davey Goldman (the ancestor of Gary Goldman,) having some sort of verbal argument with two young adults. The gang learned that the young adults had snuck into the fort because they had heard it was haunted. The gang and the pirates entered into combat with Davey and his three spectral copies. At some point during combat, the young adults snuck away. Thankfully, the gang managed to spot footprints leading towards a set of doors in the fort, but everyone was noticed by a security guard just before following



Traveler's Log
The gang managed to convince the security guard that they were a group of paranormal investigators, and that the two strangers were your companions. Anise used heat metal to solidify the claim- leading the guard to believe that a ghost had made his radio burn red hot in his hands. He left you to your devices, allowing you to follow the strangers into the fort.
The gang found a hatch hidden in the floor of the room you entered into and descended deep beneath the fort into the earth. You found a series of labyrinthian tunnels, complete with traps and puzzles placed there intended to impede your ability to progress through. The first puzzle you faced was themed after Elysia, the second Puzzle themed after Whelve, and the third puzzle themed after Neo. It was no easy feat to get through the Whelve puzzle- thanks to the emotion-controlling masks that were key to its solution. Curtis also obtained a new companion- a mimic! However, the gang still had not found the strangers they were tracking... but they can't be far off now



Traveler's Log
The gang traversed further into the depths of the Fort's Crypt, and solved the final puzzle- themed after the god Selcouth. They picked up an old "Divine Compass" (bible), that had belonged to somebody named "Ezekiel Pointe." Then, they gained access to the last room in the crypt by pulling a sconce on the wall-which opened the door. The heavy metal door swung open in a wide arc, revealing a wide rectangular room. The sound of waves was loud now- and they could see that the source was an opening on one of the walls, letting ocean water into a shallow chamber. Two figures stood in front of it, lit just barely by a red glow from the chamber. The girl, who was turned away from the party, held an outstretched palm over the water, letting a steady stream of blood splash into it. The boy’s eyes were already locked onto the group, his face twisted into a pleasant expression. “I strongly suggest you leave, if you know what’s good for you.” The boy suggested, words dripping with malicious warning.







Traveler's Log
The group questioned him further, asking what they were doing. He responded with a polite, teeth-baring smile before he spoke. “Something you’ll hopefully never live to find out.” He then turned to his companion and spoke to her. “Hurry up Junebug. Our audience is growing impatient.” The girl, visibly annoyed stiffened slightly. “Call me that again and I’ll let sharks pick apart your flesh on our way out. I’m working as fast as I can.” You could see thin threads of thick, dark fluid beginning to rise to meet the drips from their palms. She twisted her hand and gripped a now-coagulated rope and, using her full body weight, tugged it from the chamber. As she stumbled backwards, it snapped into the air then slammed onto the ground, spraying droplets across the floor. She spun on her heel, fist tight upon the dripping tendril, and whipped it in your direction. It disappears into a cloud of red. Then she simply pulled her arm back, fist still dripping with blood.


Traveler's Log
The group moved forwards to stop whatever horrible ritual was taking place- but they stepped into the ocean chamber and disappeared from sight. Then your pirate companions, seemingly possessed, attacked you without remorse. You managed to sever their bloodied binds, setting them free from the strangling hold of their captor. The group could find no trace of the strangers, but they did find the missing pirate crew. Pacifica, Squawk, and Blowhole were delighted and extremely grateful for your good deed. You left the crypt and found it best to spend the night in the van. Before going to sleep, however, a group of you decided to stay up and party with the pirates. Blowhole antagonized poor Hobi by spraying beer from Chad out of his blowhole. Squawk and Walker shared many, MANY kisses. Pacifica, Luca, and Crackle got high together. After everyone either passed out from exhaustion or from their ingested substances kicking in, the pirates left. Your next plan, decided before the party, is to follow the backroads depicted on a map you found inside of the crypt.





Traveler's Log
The group awoke to a crash of thunder. Heavy air and dark clouds draping the skies, accompanied by a steady patter of rain hitting the metal roof of the van. Really super driving conditions. Walker had a bit of a mental breakdown after waking up Anise, and he ended up putting the Depression mask on while everyone was eating waffles that were just "slightly too crunchy." Using the map as a guide, you sped off into the storm in search of the mysterious Pointe house. The road was eerily quiet. Empty. Before long, the group found themselves driving through mud-slopped backroads, shielded from the light by towering pines. These roads had sharp turns and corners that were difficult to maneuver around, even when going well below the speed limit.




Traveler's Log
The group continued on without issue, driving until the van’s headlights illuminated a rusted metal sign nailed onto the wood of an ancient rotting picket fence. Below the rust, they could just make out the words “NO TRESSPASSING. PRIVATE PROPERTY,” in big red block letters. It’s then that they noticed signs decorating the trunks of trees all the way down the road, far past where the light of the headlights shined. Some of these signs warned that this was “PRIVATE PROPERTY” and that “PROSECUTERS WILL BE HELD ACCOUNTABLE BY THE COURT OF LAW." It's then that they also noticed a massive red pickup truck, just sitting idle on the road about 60yrds away. After a bit of panicked debate, the group figured the best course of action was to cover the van in dirt.


Traveler's Log
Then, a the group walked up to the truck and found the groundskeeper for the Pointe Mansion. He seemed friendly enough, so they followed him. He offered the group refreshments (which only two rejected.) Everyone that drank promptly fell asleep. Hickory (the groundskeeper) revealed that his plan was to simply "lock the group in the living room until the kids arrived"
He didn't seem outright aggressive, however, and allowed the group to explore the house while being held captive. Walker found a cassette tape with some pretty... interesting.. dialogue on it.



Hickory

Traveler's Log
The two people you were searching for entered the house. Their names are John and Jane. Anise charmed John and got him to talk a bit- and he revealed that he knew Anise and hates her. Eventually, after further discussion and argument, the three of them (John, Jane, and Hickory) disappeared. You all seemed a bit apprehensive on whether or not you should stop whatever they're doing. As a group, you did decide to find them and see if they'd do anything worse. Apparently, they had a whole creepy necromancy basement with a bunch of skeletons and a deep well in it. Combat began immediately, knocking down both Chadicles and Walker. Hickory was taken down in combat, but John and Jane were strong enough that they were able to escape once more. They jumped into the well and apparently teleported to the garage outside the basement. Another cassette tape was found.





