Iâll keep this post updated with whatever is shared on the thread for easy reference! Up to date through clue 6!

APPLE 1:
âAll those ânew friendsâ are a little intimidating. You find a buddy from your cabin and go on a walk up into the hiking trails, both of you content without conversation. If it wasnât a bright sunny morning the quiet could be a bit spooky, but right now it just means youâre alert for anything out of the ordinary. You take photos with your digital camera every time you see movement in the trees or hear a strange noise off the path, hoping that when you get back and look at them closely there will be some clues.â
APPLE 2:
âYou enjoy your walk back from the forest with your buddy, but youâre aware that itâs important to get to work on your clues. After having a restorative lunch you look through the images stored on your camera. In one you see a tuft of orange fur under a trail sign painted on a tree. It looks like itâs made of three rectangles, but youâre not sure how to make heads or tails of it.â
APPLE 3:
âYou try to figure out what it might mean by yourself for a while, but eventually you admit defeat and work up your courage and approach Conall. You draw the symbol in the dirt in front of the fire pit, and Conall lets you know that itâs the sign that marks the beginning of a trail. Maybe you should go follow it? Conall also shows you the other signs a hiker would use to show the right path on the trail.â
APPLE 4:
âYou gather your gear and your buddy and head back out. Itâs getting later in the afternoon now, but thereâs still plenty of light to find the trail sign from your photo. The tuft of fur is still stuck to the bark, and you think it definitely looks like it belongs to Seraphine. You follow the trail sign directions into the forest, coming upon some that tell you to keep going straight, others left, and quite a few right. As darkness falls you turn on your flashlights, but the trail signs are thankfully in neon yellow paint and are still easy to pick out.â
APPLE 5:
âFinally, you reach a sign that marks the end of the trail. You are in a clearing, and as you look around you see various bushes growing around the edges. Closer inspection reveals fresh wild raspberries, and you canât help but pick a few, remembering Pennyâs instructions to thank the forest for offering you a snack. Though you look carefully, the light of your flashlight doesnât reveal any more clues in the bushes.â
APPLE 6:
"As you leave, though, your flashlight catches on a red reflection in the bushes. There sure are a lot of raspberries! No matter, you need to get back before lights out. Trail signs point the way, but as youâre about to make a right turn your buddy stops you and insists that itâs the wrong direction. When you check carefully you can see that someone has altered the sign, and itâs supposed to point left. Thanks to your buddyâs keen eye you make it back to camp safely."
BERRY 1:
âYou and your Berry cabin mates arenât really feeling up to talking to people today, but you are feeling a little stifled by your excursions outside of camp so far. Sure, you can fish or canoe, but whatâs the fun in that? If thereâs going to be a good clue, it will definitely be hidden. So, you decide that the right course of action is to dive into the lake. You donât have diving gear, but you do hold a breath holding contest to see who are the best candidates for getting the coveted information.â
BERRY 2:
âYou put on your sunscreen and head down to the lake. Lunu asks what youâre up to, but you just tell them that youâre going swimming, and youâre wearing the bathing suits to prove it. You head out into the cordoned off area, but as soon as Lunuâs not looking you sneak out into the rest of the lake. You donât see anyone fishing, anyway, so youâre probably safe. There are a few people in a canoe who you recognize from the Glampgrounds, and they seem to be heading out further into the lake with quite a bit of gear. You look past them, wondering exactly how far this lake actually goes. You donât see the end.â
BERRY 3:
"Well, itâs time to find out how deep it is, at least. You choose your second best swimmerâwho was the champion of your breath holding contestâand send them into the lake with a pair of goggles. As you wait for them to return you splash your cabin mates with lake water and duck under the surface to avoid being hit in return. Without goggles itâs kind of blurry under there, but you think you see some big fish. When your cabin mate pops back up, they tell you that they saw what looked like a wooden sign, but theyâll need to dive again to see it better."
BERRY 4:
âLunu calls out to you that you need to get back behind the barrier, so you reluctantly oblige. You dive a few times in the more shallow area, but there isnât much to see. You also spy your friends from the Chocolate Cabin poking around on the lake shore, and everyone from Berry Cabin agrees that youâre probably going to find a better clue than them. After one final diveâwhere you find some big fish scalesâyou see that Lunu has stopped watching you and you head back out into the lake.â
BERRY 5:
âYour star diver heads down again, making a beeline for the sign they saw on the bottom of the lake. You start counting to keep track of how long theyâve been down there, but another splash fight breaks out and you lose track. When it finishes, you worry that itâs been too long and stick your head under the water. As soon as you do you hear a splash, and your diver has returned. Theyâre panting hard, but otherwise seem fine. When they catch their breath they tell you that the sign says âLoch Tess.â Also, they think they felt something grab their ankle.â
BERRY 6:
"The possibility of something actually dangerous in the lake is the wakeup call you need to get out of there, but you feel like you have a pretty good clue. As you head back to Camp Smoothie your friends are joking around with each other, telling more and more outlandish stories of âwhat really happened out on Loch Tess.â Thankfully, no matter what they say, youâve all made it back safe to dry out sitting around the firepit. Youâre sure one of them will tell a great campfire story tonight!"
CHICKEN 1:
âThe counselors have assigned you a mission, and youâre committed to doing the best you can. After discussing with your Chicken Cabin friends it seems obvious that you need to speak to the most knowledgeable person in the forest, and that would be Ranger Mason, of course. Thanks to your volunteerism helping Moose, he allows you to pack a full lunch in the Mess Hall and take it out into the forest with you, though he reminds you not to leave any trash or food scrapsâeven banana peelsâbehind. You get a bit of a later start than the other campers, but you feel more prepared as you hike out to the Ranger Station."
CHICKEN 2:
âYou arrive at the Ranger Station and find Mason in his office, looking at a map. He has a cork board behind his desk with lots of photos of the forest and red string drawing connections between different ones. They just look like regular pictures of trees and the lake to you, but they must be important to him. When he looks up, you ask him what his theories are about the disappearances, and he is more than happy to tell you. The first thing he starts talking about is a legend from his hometown, where people saw a giant bird with red eyes. He lets you know that it was his brother all along, playing pranks. He promises this is how he can tell a real cryptid from a fake.â
CHICKEN 3:
âOnce you get him going, Mason is a bit of a talker. He tells you about reports of campers seeing strange footprints in the woods, giant fish in the lake, and finding shed antlers with weird shapes. He has extensive books about identification of known animals, and these donât match any of them. Part of the reason he took this job is because he knew that he could crack the case on cryptids living in these woods. He is insistent that Cirrus was kidnapped by one of these creatures, and he has his suspicions about Seraphineâs disappearance as well.â
CHICKEN 4:
âMason laments how Seraphine doesnât believe anything about cryptids. Though heâs tried to show them evidence, they just donât buy it, and think that everything in the woods can be explained by natural phenomena. They even insist that he replace some of his cryptid books with more updated regular nature books, but he canât let them go. He thinks that their insistence that the cryptids arenât real might have gotten them kidnappedâthe cryptids were probably offended.â
CHICKEN 5:
âFinally, Mason moves on from talking about cryptids to show you reports that have been filed with the Ranger Station about improper camping practices in the Glampgrounds. Apparently, people have been reported for leaving their lights on all night, not securing their food, and complaining that the bear safe trash cans were too hard to open, so trash got left in the forest. He also doesnât appreciate their fancy technology, and wishes that they would camp out properly. He tells you that the point is, though, that whatever kidnapped Cirrus, it must have been a cryptid that was attracted by their bad camping practices.â
CHICKEN 6:
"Itâs barely lunch time, but Mason has exhausted all your social batteries for the day with his hare-brained theories. You and your cabinmates head out to find a nice spot to sit and eat the lunch you packed. For the rest of the afternoon you have a few tree climbing competitions, as well as the less athletic cabin members taking some time to practice the hiking songs they learned from Penny. One of your cabin mates even comes up with a verse of their own, and you sing it as you head back into camp. Youâre not sure if you got the best information, but youâll see what the counselors think." 
CHOCOLATE 1:
âThough Chocolate Cabin doesnât have the most members, you think that you can be the most organized as you set out on your search for clues. You draw up a map of the area around all of the buildings and campgrounds in the forest and throw in the lake shore for good measure as well. Each camper is assigned a small section to investigate thoroughly and report back if they find anything on the ground or on the trees. After a quick cabin handshake, everyone heads out with snacks and water bottles, ready to take on the challenge and get back in time for lunch so you can debrief.â
CHOCOLATE 2:
âAs you expected, your exploration is very efficient and you are soon back at Chocolate Cabin with everyone ready to share what theyâve learned. An order is decided, and this is what the cabin mates who looked around the Firewatch Tower have to say:
The Green Cabin went up to the Firewatch Tower itself, and they said it looked normal. On the ground they found an old coil of rope that looked like it had been abandoned for a while and a rusty spoon. Overall, the area didnât look disturbed and they saw lots of birds in the trees.â
CHOCOLATE 3:
âThe next group to report is the one that checked the area around the lake shore. Mostly, they saw Berry Cabin recklessly diving into the lake outside of the boundaries meant for swimming, and they let Lunu know so they would tell them to be more safe. However, they also found a broken friendship bracelet on the far side of the lake, way beyond where they think any of the campers had gone on their hike the day before, and it didnât look like it had been there very long. They brought the bracelet back and show you. It is made of purple string.â
CHOCOLATE 4:
âAnother group looked around the Glampgrounds, where they saw Creamsicle Cabin talking to the glampers. A lot of people were packing up and leaving, so it was hard to tell what around the site was from them, and what might have been a good clue about Cirrusâ disappearance. However, they did find a purple permanent marker on the ground, and they were able to take a look inside Cirrusâ tent because the flap had fallen open, and they saw that their sleeping bag was in disarray. They closed the flap, but didnât touch it otherwise.â
CHOCOLATE 5:
âThe final group checked up around the Ranger Station. They reported that Mason seemed to have a lot of extra gear, from rope to climbing equipment, and even some big saws. However, you all agree that youâre not sure exactly what kind of things a Ranger might need to do their job, so thatâs not inherently suspicious. They could overhear him talking to some campers from Chicken Cabin, but didnât go in. The only other thing they noticed was a string of lights that it seemed like Mason might have confiscated from the Glampground, because it was locked in one of the storage areas with a gas grill that was labeled âDANGEROUS.ââ
CHOCOLATE 6:
"After confirming that Cirrusâ campsite was potentially messed with, everyone is in agreement that the broken friendship bracelet that could be hers is the most likely clue, so you congratulate yourselves on a job well done and head to the Mess Hall for dinner. Later as you gather around the fire you see that Vanilla Cabin campers are trying to cheer up Andrea, and you immediately join them to help. When she sees one of you holding the broken bracelet, her eyes go wide, and she tells you that it belonged to Cirrus, and that she had made it for her. She insists that Cirrus would never have been so careless as to lose it, and she didnât like hiking, anyway."
CREAMSICLE 1:
âItâs obvious to you and your friends in the Creamsicle Cabin that the best thing to do is go to the scene of the crime, so to speak, and talk to new people and make new friends! You grab some snacks and head over to the Glampgrounds, where you find that some of the glampers are packing up their campsites. Itâs sad to see the cool string lights coming down and the turbo mister fans being put away. When you ask them whatâs up, they say that theyâre not going to risk getting caught up in anything, and itâs better to head out. You head all the way down to Cirrusâ campsite at the end of the Glampgrounds to start your investigation, but you donât see anything too worrisome at her site, and youâre more interested in talking to people, anyway.â
CREAMSICLE 2:
âThankfully, not everyone is so afraid. As you make your way back from the end of the Glampgrounds you approach one of the glampers Andrea introduced to you in passing, and they are still sitting on a big lazy lounger in front of their large pink tent. Once you strike up a conversation you ask them if they had anything go missing from their campsite the previous night, or if they heard any strange noises. They tell you that something tried to mess with their bear-proof bag, and it certainly couldnât have been a bear. They point out the tree where they hung it from, and it is quite tall.â
CREAMSICLE 3:
âYou decide to get a closer look at the tree. As you pass one of the campsites that is packing up you notice they have a canoe with the word âFINTASTICâ painted on it, and you and your friends stop to tell them how much you like the pun. When you reach the tree you see that there is another bear-proof bag still hanging in it. One of your cabin mates volunteers to climb up and bring it down. When they do you see that Cirrusâ name is written in purple permanent marker on the bag, and it has been opened and rifled through.â
CREAMSICLE 4:
âYou continue making your way to the entrance of the Glampgrounds and find another glamper who is staying despite the potential danger. You ask them why theyâre not worried, and they tell you that they might enjoy camping with all the amenities, but that doesnât mean that they are softies. They show you that their tent is made from kevlar material, completely impervious to bears and anything else that might go bump in the night. They also have a solar powered battery and a lot of gadgets, and offer to show you what they have if you come back later in the afternoon once everything is charged up for the day.â
CREAMSICLE 5:
âYou realize that itâs after lunch, and you havenât eaten anything but snacks yet! You stop at the communal fire pit area in the Glampgrounds to see if anyone has something good to eat. One of the glampers is roasting up some black bean burgers and offers you some. They mention that they donât even need to put their food up in a bear-proof bag at night, because bears simply hate vegetables. Itâs those other campers who make real hamburgers that have to worry about the bears. You thank them for lunch, but youâre excited to get back to the glamper with the gadgets.â
CREAMSICLE 6:
"Itâs getting late and youâll need to head back to Camp Smoothie soon, but you really want to see those gadgets! You return to your new friend and they show you that they have a heat sensor as well as a motion detector that they set up outside their camp at night. When you ask about the disappearance the night before, theyâre able to show you the data. Late at night someone walked by their tent, and then later on two came back, but the information on the heat sensor looks strange; the second individual was definitely walking strangely. Either way, at least it wasnât bears, right?"
GREEN 1:
âIf youâre going to find some clues, you need to think outside of the box. You see other campers going off into the hiking trails, down to the ranger station, or even staying in camp. Thatâs not good enough! You gather a small group of Green Smoothie cabinmates for a brainstorming session. Eventually, someone says, âWhatâs the highest place we can reasonably get to see everything?â And the answer is obvious: Youâre going to climb the firewatch tower.â
GREEN 2:
âYou take all necessary precautions. Several campers brought climbing gear from home, so youâll have safety equipment while youâre on the roof. There is a ladder up to the tower itself, of course, but you donât want to disturb Seraphineâs space. After getting some high protein snacks to aid you on your journey you head out into the forest. As you hike toward the tower you sing camp songs, and things seem to echo back to you strangely, as if thereâs someone else in the woods who knows these songs.â
GREEN 3:
âYour group makes it to the firewatch tower and climbs the outside ladder. You canât help but peek into the windows and find that Seraphineâs small living space looks neat and orderly, just a few dishes on the drying rack next to the sink. There are some papers on the table that look like they could be maps along with a paintbrush and can of neon yellow paint. Not wanting to intrude when nothing inside looks suspicious, you use your gear to get up onto the roof. A few of your cabin mates stay down on the ground, where they talk to the Chocolate Cabin investigators and compare notes.â
GREEN 4:
âYou really can see everything from up here. The lake stretches on for some distance, and you didnât know how truly vast it was. Far away there appears to be some kind of boat or craft in the water. One of your cabin mates pulls out their binoculars and tells you that they can see two figures on the boat, though there is too much glare from the water to tell much more. The boat has the word FINTASTIC painted on the side. As the sun reflects off the mostly still lake, you wonder if you can see a large shadow under its surface.â
GREEN 5:
âAs you look the other direction, out over the tops of the trees, you can see clearings and even some other buildings in the forest. However, what interests you most is a cave, far in the distance. You think that it might take all day to hike there. As dusk starts to fall the fairy lights in the Glampgrounds come alive, making it the only area you can really see in the forest. You think it might be time to go, but just before you leave another light appears, far away. There is a campfire in front of the cave.â
GREEN 6:
'If you want to investigate what youâve seen, itâs time to return to camp and make a plan. Seraphine hasnât returned to the tower, and youâre glad youâll be able to confirm that for everyone else, even though it would have been much more simple if they had. As you head back and pass the Glampgrounds your flashlights catch on something shiny in the underbrush. When you investigate you see two high quality crystal rhinestones lying in the dirt."
VANILLA 1:
"You and your Vanilla cabin mates see that most cabins are heading off into the woods, so you decide to stay in camp and talk to all the counselors and see what they know. As you leave your cabin you see Andrea pacing back and forth in front of the cabins. When you ask her whatâs wrong, the only reply is a headshake, but you linger for a moment, trying to think of a way to cheer her up. âNot right now,â she says, and shoos you away. Youâre both worried about her being upset, and disappointed that you have no new information."
VANILLA 2:
âBreakfast is the next logical step in your day, so you head over to the Mess Hall. Moose is inside, cooking up a storm for those who have decided to stay. All of the other cabins seem to be headed out, so itâs not too crowded. Youâre excited when Moose presents you with pancakes in the shape of hearts as a special treat, and you suggest he bring some to Andrea too. After breakfast your group offers to help clean up, and while youâre in the kitchen you ask him what he knows about the Firewatch Tower ranger Seraphine. Moose tells you that they are a newer recruit, but they seem to have a lot of knowledge about the forest and even taught him a thing or two about mushroom identification. As far as he knows, theyâve always been reliable, and Mason is well within his rights to think something nefarious happened to them.â
VANILLA 3:
âAfter breakfast you head over to HQ to do your daily owl roundup. You have noticed that a lot of forest creatures seem to approach camp, more than youâd think would be normal, but you donât know for sure. You decide to ask Avian what she thinks, and she agrees that it has never been this frequent before, though she believes the frogs in your beds were unrelated. As youâre about to leave, another bird flies up and drops a broken chain dangling a string light on the ground in front of you.â
VANILLA 4:
âConall is next on your list, and theyâre wiping down the picnic tables and benches to remove any sâmores residue before the eveningâs singalongs when you approach the fire pit. âHowdy campers!â They greet you with a big smile. Since your thoughts have turned to the Glampground, you ask them if they know Cirrus well, and Conall tells you a story about helping her learn how to start a fire when she first came out to spend the summer in the woods. They think that it seemed a little odd that someone who was so particular about her things and not getting bit by bugs would want to stay so long.â
VANILLA 5:
âAs the light starts to fade you head down to the Arts & Crafts Pavilion, hoping Beryl will be back from foraging in the woods. Youâre in luck, as the artist is deep into creating a painting of the night sky above the trees when you arrive. Though you are patient, you soon realize that Beryl is not going to take a break any time soon. Instead, you get lost in the details of the painting, and the stars almost seem to be looking back at you, like eyes.â
VANILLA 6:
"The other campers have begun to return to camp and everyone is talking excitedly about potential clues and hypotheses about what happened or whatâs to come. You notice that Andrea is still not smiling, a real departure from what you have come to expect from her. You sit down on her bench by the fire and offer to toast a marshmallow for her. She declines, but when you turn away to get a marshmallow of your own you hear her whisper, âThis isnât like her. She wouldnât leave.â You decide to stay sitting next to Andrea, just in case thereâs something you can do to cheer her up."