
GM Doug Henderson |

Gorf: 1d20 + 10 ⇒ (3) + 10 = 13
Daisley: 1d20 + 12 ⇒ (9) + 12 = 21
Andrew: 1d20 + 4 ⇒ (3) + 4 = 7
Cudak: 1d20 + 2 ⇒ (9) + 2 = 11
As you make your way past the food stalls, a young Tian woman with white hair and fair skin approaches you. A paper parasol decorated with cherry blossoms keeps the sun off her face. She wears a blue summer kimono and carries a shamisen on her back.
With a slight bow she introduces herself in common as Clever Emiya and asks if you’re looking for a guide or interpreter.

Estra, Iconic Spiritualist |

"How serendipitous! We are, in fact. But how did you ever guess?" She smiles, her eyes twinkling mischievously. "Tell me, though—what are your rates? And how do you feel about spirits, ghosts, haunts, that sort of thing?"
Sense Motive: 1d20 + 14 ⇒ (10) + 14 = 24, to get a sense of her intentions, and whether or not she's trying to pull one over on potentially gullible foreigners.

GM Doug Henderson |

”I saw you arrive in town. We don’t get many foreign countries’ people in Nagura.”
In response to her rates, she eyes you up as if preparing a hard bargain.
”I charge five silver a day,” she says firmly.
”Like most of Tian Xia, the people of Nagura are accustomed to the supernatural living among us. We have many rules, customs, and traditions that serve to keep us safe. I can show you around so you can learn more. You are safe with Clever Emiya.” She twirls her parasol.

The Artist Formerly Known As… |
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The Artist Formerly Known As Cudak Tanagak crosses his arms and scowls. The polearm slung over his shoulder casts a single black bar of shadow across his pale skin; his pupils absorb the sunlight like gravity wells.
Clever Emiya: my delicate skin scalds easily in this sunlight— where can I acquire a parasol like this one? I would like one patterned with crashing waves of melancholy, or a fierce dragon coming down a smoky mountain to ruin a village, or a harmony of pastel sunflowers and pink peonies.
He hands her 5SP and bows slightly.
While we purchase said accoutrement, please tell us of these rules, customs, and traditions that keep you safe. Has Nagura had trouble before?

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"We would be most grateful for your assistance, Emiya. Five silver is a fair rate. Tell me, are animals so much bolder here than in Absalom or Taldor? I swear I just saw a white fox in the crowd."

Estra, Iconic Spiritualist |
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"Always extra coin in the cards for a job well done. I think getting our easily-burned friend a fetching parasol might qualify..." Estra taps her against the ground. "What's this about a white fox? Don't talk about me like I'm not standing right here." Her mouth frowns, but her eyes betray the joke.

GM Doug Henderson |
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Emiya seems pleased that her price is accepted without challenge.
”Foxes can be bolder than most,” Emiya says with a sly smile. “And always clever.”
Her wooden sandals clop on the paving stones as she leads you to her favorite parasol shop, where there are paper parasols of every color and pattern. Cudak can easily find one with dragons or waves, but also koi fish, clouds, sun beams, or bunnies.
Afterwards, she suggests you relax with some locals at Nagura’s most popular tavern and inn, Kami’s Whisper.
”Kami are spirits,” She explains. ”In Nagura many people believe there is a kami inside everything.” She touches her parasol, points to Cudak’s bone fetishes, Gorf’s rusted armor, Estra’s cane, Daisley’s badge. ”Has a spirit, has a spirit, has a spirit,” she says.

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"Well, I don't know 'bout y'all, but some spirits sound pretty good to me. Let's go."

The Artist Formerly Known As… |
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His stone-cut face in deep shadow, the Artist Formerly Known As Cudak Tanagak twirls a pastel parasol full of gamboling bunnies as they walk to Kami’s Whisper.

GM Doug Henderson |

lolz Dennis
Clever Emiya closes her parasol, slips off her sandals, and bows beneath the short curtain that hangs in the doorway of the Kami’s Whisper.
Several patrons sit at low tables on the floor. The smell of fish and rice floats from the kitchen. Emiya sits on a mat at a nearby table and points out patrons of note while a shy waitress hurries over. Emiya helps her take your orders.
Of note:
Watabe Yori, the Regent's tax collector stationed in Nagura. He sits at the largest table and makes near-constant demands of the waitress and the tavern’s proprietor.
A traveling merchant named Fumigo Zataki sits with his packs of goods. He comes through Nagura every few weeks.
And a woman who seems to be keeping to herself, Gisa Tamada.
Gorf: 1d20 + 10 ⇒ (4) + 10 = 14
Daisley: 1d20 + 12 ⇒ (8) + 12 = 20
Estra: 1d20 + 4 ⇒ (11) + 4 = 15
The Artist Formerly Known As Cudak Tanagak: 1d20 + 2 ⇒ (6) + 2 = 8
I’m going to roll in some old faction missions here for fun and flavor, and to allow you all to get some background info. You should be able to get all the info you need from these folks with some good rolls, but there are other villagers who can enter if you fail. There are also other locations you could conceivably visit, but I don’t want you to have to run all over town as it seems like that could take up time in a pbp.

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"What's this about a white fox? Don't talk about me like I'm not standing right here." Her mouth frowns, but her eyes betray the joke.
The normally somber Daisley actually lets out a chuckle at the older woman's jest.
At the tavern, Daisley slips off shoes that look surprisingly expensive, as though they could accompany a noble's outfit.
Daisley will quietly point out what she saw with the Perception check, if that's allowed.
She asks Clever Emiya if it is a good idea to talk to Watabe. If it is, she introduces herself to him. "Hello. I am a traveler here, and I wanted to introduce myself to the government's representative. My name is Daisley Dogmar, and I come from Oppara by way of Absalom. This city is lovely."

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Knowledge (local): 1d20 + 8 ⇒ (9) + 8 = 17
"Don't look now, but that woman over yonder with all the tattoos and whatnot (Gisa) bears keepin' an eye on. She's one of them Golden League. Think, like, local Sczarni or somethin'. We don't wanna get tangled up with them if we can help it."

GM Doug Henderson |

At first Watabe looks a little surprised that a foreigner would approach him, but then he smirks.
”Nagura is a backwater filled with superstitious bumpkins,” he says. ”Are you here on official business?”
For ease you can assume Emiya is translating everything accurately. Kate, is your badge always on display?

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Yes, unless someone else told me to put it away.

GM Doug Henderson |

Thanks. That’s what I’d assumed, just wanted to make sure. You’re all welcome to try your various social skills on these folks to see what info they might have!

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"As a matter of fact, I am! I'm looking into rumors of hauntings at a place called Hinojai. Do you have any information about that?"
Diplomacy: 1d20 + 13 ⇒ (18) + 13 = 31

GM Doug Henderson |

Watabe’s sour expression sours even further at the mention of Hinojai and he calls for more sake.
”Hinojai was originally owned by a benevolent noblewoman named Minasako Himiju. But she disappeared approximately 90 years ago. Around that time many unsolved murders and atrocities associated with the manor began.
“Hinojai was abandoned soon after, but always appears in fair condition even today. Villagers often claim to see shadowy figures on the property from a distance, but they have never been identified.
“Over the last century, the most notorious supernatural events have involved a mysterious fog descending from the house. Villagers claim that no one who goes into that fog is ever seen again.”
His sake arrives and he takes a sip from a small cup.
”I hope you aren’t planning to go there.”

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"It would be hard to perform an investigation without visiting the site. You speak of 'claims.' Do you not believe those stories are true?"

The Artist Formerly Known As… |
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Just throwing this out there before I go to bed. If Watabe is actually not a jerk I don't want to go there.
backwater filled with superstitious bumpkins
A person of your distinction seems ill-suited to this village. To burden "superstitious bumpkins" with levies, then quack like a mad duck in a "backwater" inn — such eminence is surely to be noticed, and is destined for a more befitting station. He takes a huge dollop of wasabi on a callused finger and swallows it.
Intimidate Watabe: 1d20 + 11 ⇒ (17) + 11 = 28
Bluff (wasabi tears): 1d20 + 11 ⇒ (6) + 11 = 17

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"Ahm worried we may find ourselves there, though I ain't excited 'bout it. Me an' m'boom stick here" he pats his musket affectionately, "dealt with worse than some dang ol' ghosts, though. We fought orcs, an' devils, an' even some dang robbits in a stupid museum (you was there for that one, right Daisley?), an we always come out clean on th'other side."

Estra, Iconic Spiritualist |

Puffed-up nobles are the same the world over.
Estra bows an exit from the conversation to tap her way over to Fumigo. She dos her best to pantomime a polite version of "I'd like to see your wares; I'm sorry I don't speak your language, but our interpreter is over there and may be with us shortly."
This involves a light, clinking tap on her coin pouch.
During the interaction, she keeps an eye on Gisa. Grift and crime are the same, too. And yes, dear, I'm aware of the irony.
Bluff to dissimulate her surveilance: 1d20 + 14 ⇒ (16) + 14 = 30
My intent here is to get a more blue-collar take on the region, just chatting to Fumigo while I buy the scrolls and things I mentioned earlier. And to keep a suspicious eye on Gisa.

GM Doug Henderson |

Watabe says: ”These mysteries happened long before my time. The house has been silent now for many years. I don’t suggest poking a sleeping dragon, you will bring its wrath upon the entire village.”
When Cudak tries to intimidate him, Watabe stands in a huff. He throws some coins onto the table, says something rude in Tian that Emiya doesn’t translate, and heads for the door. Gorf’s words and tender gun-handling aren’t enough to dissuade him.
”One last piece of advice for foreigners, it is those who discourage curiosity in Hinojai who survive as living examples, whereas the inquisitive vanish. You can decide for yourselves, but the villagers will pay the price for your investigation.”
And then he storms out.
===========
Fumigo is initially happy to trade with Estra, but as the conversation turns to HInojai his reception becomes chilly. Gisa, playing it cool at the mention of Hinojai, seems relieved that Watabe is gone.
There is still more info to get, either about the house or the Way, if you’d like to ask more questions. But you get the sense that the DCs are a little higher now as attitudes have shifted.

Estra, Iconic Spiritualist |

Estra frowns at the sea change and the mention of bringing problems down on the villagers.
"Clever Emiya, are there cultural taboos about being direct? I want to tell our friend here that we are going to enter Hinojai, but that we're also concerned about the trouble we may cause." She clutches her black shawl and pulls it closer to her chest. "I've lived through my fair share of trouble, and I don't wish it on others. Maybe if I'm frank and demonstrate empathy, he'll give us some useful information."
She bends to unfasten her coin pouch, using the motion as a cover to look at Gisa from the corner of her eye. This one doesn't seem to mind at all. What do you think, dear? Should I go back to consorting with criminals? Her dry internal chuckle is met by a whorl of emotions—mostly bemused dismay.
If Emiya says it's kosher, I'll try to assuage his fears and get some more info:
Diplomacy: 1d20 + 14 ⇒ (2) + 14 = 16
If that doesn't pan out, I'll go consult with the other PCs about talking to Gisa.

GM Doug Henderson |

So, Emiya right now is thinking: I should have charged them 10 silver.
She advises you not to mention that you want to visit Hinojai! It’s too scary and only brings trouble. Although it’s too late now. The word is out. The whole village probably knows.
She tells you that the villagers won’t let you go to the house. They’re too afraid of what might happen. But she is very clever. She advises that the best way to go, if you really must and don’t want to upset people, is to sneak up there under the cover of darkness. Which is to say GO AT NIGHT.
Which shouldn’t be too big of a deal for brave adventurers like yourselves.
Estra: Unfortunately a 16 isn’t enough to get more info at this point. But Cudak, I said I would honor your previous roll, if you would like to talk to someone.

Estra, Iconic Spiritualist |

Estra thanks the man for his time, then makes her grumbling way across the room towards the others.
"I suppose I understand; spirits are unsettling, and certainly not all friendly. But I've half a mind to hold a seance and show them we're more than equipped to handle an old house with a few departed tenants. Introduce them to Honaire."
She sighs brusquely and taps her cane on the floor for emphasis. "I mean, really. You have a locus of spiritual activity just on your doorstep, and no one is curious or brave enough to get any information." She chuckles. "Maybe that second white fox knows something, if it's so special."

The Artist Formerly Known As… |

After the tax collecrtor leaves, The Artist Formerly Known as Cudak Tanagak makes squeaking sounds as he desperately drinks four glasses of milk. Do the waitstaff/locals at least look relieved he is gone? He seemed like a total jerk!
He moves to Gisa’s table. Pale bone fetishes rattle like dead branches in a bleak winter wind when he leans his bunny parasol against the chair.
He looks to the door. His eminence will likely drown in the mud, running home like a frightened child. If only all quacking ducks got shot. His sharpened teeth gleam as he wipes the milk mustache off his upper lip.
He pointedly ignores the tattoo. A half-orc looking to travel in relative comfort across Tien might be wise to find a trustworthy network of gainful employment, to earn his way. Diplomacy: 1d20 + 8 ⇒ (16) + 8 = 24
If she seems ameneable, The Artist Formerly Known As Cudak Tanagak will try to segway into learning more about The Way by pretending to be a potential recruit looking for work. Bluff: 1d20 + 11 ⇒ (13) + 11 = 24
Finally, if possible, he will also try to discreetly ask about the house. Diplomacy: 1d20 + 8 ⇒ (8) + 8 = 16
my previous rolls were for know local and history (25/24 respectively) — not sure if those are applicable here, but I didn't save any social roles!

GM Doug Henderson |

Yes, they look relieved too. You get the sense that Watabe is not well liked.
Gisa tells Cudak that yes, the Golden League is recruiting. In fact, they’re looking to partner with a group called the Aspis Consortium. ”I’m told they’re famous in the Inner Sea. Have you foreigners heard of them?”
”I know a lot about the Way of the Kirin, if only because they opposed so much of what the League does.
“The Golden League was banned under Emporer Lung Wa, but when the empire fell a century ago, the League returned. There was a strong backlash then against the Way of the Kirin, and exploitation and corruption ran rampant throughout the Successor States once again.
“Hinojai remained a bastion of the Way's ideals, since it was safely here in Minkai, but without the power of her network to support her, Minasako Himiju's influence began to wane.
“After one or two years though, Minasako could represent the Way in name only, as she no longer had any means to enforce its doctrines. The Hinojai manor was eventually abandoned and Minasako disappeared during a series of strange murders, but her body was ever found.
“Anyway, that was a long time ago now. The Way of the Kirin has long since faded into obscurity, but the Golden League is still around.”

The Artist Formerly Known As… |

As long as she doesn't have any other info about "The Way" Cudak will take his leave.
He shares some sake with her. Appreciate your time.
Quietly singing an amazingly insipid ditty, he drifts off and rejoins the others.

The Artist Formerly Known As… |

Where to now? Clever Emilya, is there anything else of note in this village?

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Daisley will try with Fumigo. "Hello, sir. You have some excellent wares here. Is there anything particularly needed in this part of the world?"
Diplomacy: 1d20 + 13 ⇒ (4) + 13 = 17

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Assuming TAFKACT shares describes the interaction he just had:
"Well, there TAFKACT, (do you mind if I call you TAFKACT? The whole thing's just a real mouthful y'understand) if y'don't mind me sayin' so, ah think you may have missed a prime opportunity for a bit a poisonin' the well, as it were. These snakes partnerin' with our local snakes back home? That won't do one damn bit. Shoulda told'er what low-down good-fer-nothin's them snakes is."

The Artist Formerly Known As… |

I had a friend who made a song called ABACAB; sadly, TAFKACT does not quite have quite the same pleasant ring to it.
The Artist Formerly Known as Cudak Tanagak shrugs at the criticism. Such snakes are well inured to poison. Still, it may have been worth some small risk, even if the odds of success were low. Nevertheless, we have found valuable information for Amara Li.

The Artist Formerly Known As… |

The Artist Formerly Known As Cudak Tanagak will try to aid Daisley in efforts to converse with the merchant.
take 10 diplomacy for 18

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If you’re using the aid another action, you have to roll, sadly.

The Artist Formerly Known As… |

In that case The Artist Formerly Known As Cudak Tanagak decides to do his own diplomacizin'
diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26
Do you like easy listening, Fumigo?

GM Doug Henderson |

Fumigo, who couldn’t help but overhear your conversation, tells you that he doesn’t believe the house has grown quiet. It’s only grown smarter, choosing it’s victims from vagrants, traveling merchants, and runaways, those who won’t be missed. There are still rumors of disappearances, although nobles like Watabe might not hear them.
”Few victims have ever been found since the original murders ninety years ago, but of the bodies have been found near the estate—all were drained of blood, and no tracks were ever found around them.” He shivers at the thought. Some easy listening might lift the mood!
OK, that’s the info you get! You may learn more from the house itself. The scenario assumes that you do sneak out at night so as not to upset the locals (although you don’t necessarily have to...). Anything else you’d like to do before heading to Hinojai? We’ll say you have a little time before nightfall.

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I think I’m ready! Let’s get ready to sneak!

The Artist Formerly Known As… |

The Artist Formerly Known As Cudak Tanagak is ready too!

Estra, Iconic Spiritualist |

If all the townsfolk are too spooked to spill the beans, I'm good to wait for nightfall!

GM Doug Henderson |

And we’re off!
Clever Emiya sees you as far as the edge of town. She has replaced her parasol with a lighted paper lantern that she carries ahead of her on a long stick. She waits politely for you to pay her and then, with a polite bow, she wishes you luck. Amara Li provided you with a map, so Hinojai is not hard to find. The mansion rests atop a sloping hill with a sharp drop on its northwestern corner. You notice the trail easily.
Meandering stone steps, overgrown with vegetation in places, climb the slope of the hill underneath sheltering trees. Moonlight filters through the branches. The air is damp and a low mist hangs amongst the moss and roots.
On the final landing before the mansion itself is a freestanding moon gate—a circular stone gate that opens between the trees. The surface of the landing itself is stone and decorated with a sundial fashioned from colored tiles.
The sundial's blade rises two feet from the landing like a shark fin pointed toward the moon gate. Beyond the gate, a final set of stairs ascends to the house.

The Artist Formerly Known As… |

Cudak will cast Light on a rock, and hold it aloft it so the shadow of the blade shines through the moon gate, aligning the two.
I wish I had a Daylight spell handy, but maybe this will trigger something.

GM Doug Henderson |

And with that, let’s pause there for a moment, as something has triggered! That being said, let me know what you may have done prior to reaching this final landing, what buffs you may have put up, etc.
Gorf: 1d20 + 10 ⇒ (8) + 10 = 18
Daisley: 1d20 + 12 ⇒ (12) + 12 = 24
Estra: 1d20 + 4 ⇒ (19) + 4 = 23
The Artist Formerly Known As Cudak Tanagak: 1d20 + 2 ⇒ (15) + 2 = 17
Gorf: 1d20 + 9 ⇒ (14) + 9 = 23
Daisley: 1d20 + 4 ⇒ (15) + 4 = 19
Estra: 1d20 + 3 ⇒ (18) + 3 = 21
The Artist Formerly Known As Cudak Tanagak: 1d20 + 3 ⇒ (12) + 3 = 15

Estra, Iconic Spiritualist |

From where we are, can we tell if there's another way to enter/exit the grounds other than this gate? If not, I probably won't use...
School necromancy; Level cleric 2, medium 1, shaman 2, spiritualist 2
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one incorporeal undead creature or haunt
Duration 1 minute or 1 round/level; see text
Saving Throw Will negates or none; see text; Spell Resistance yes
DESCRIPTION
This spell temporarily calms agitated haunts and incorporeal undead such as ghosts. You have no control over the affected creatures, but calm spirit postpones hostile action by the affected spirits for the duration of the spell. Entities so affected cannot take violent actions or do anything destructive, including triggering persistent haunt abilities, though they can defend themselves. Any aggressive action against or damage dealt to a calmed spirit or haunt immediately ends the effect.
Haunts do not receive a saving throw against the spell, but the caster must succeed at a caster level check whose difficulty is equal to at least 10 + the haunt’s CR in order to temporarily calm the angry entity. The spell’s duration changes to concentration (up to 1 round/level) when affecting a haunt.

GM Doug Henderson |

Well, there is no wall here, just the gate. So, you could step off the path, walk around the gate through the trees (they’re not so dense), and continue up the stairs on the other side if you’d like. The house is just at the top of the hill from where you are. There is another short flight of stairs before you reach the front doors of the house.

Estra, Iconic Spiritualist |
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Estra clucks her tongue reproachfully. "Switch that fashion sense for common sense, young man. You've just provoked something." Let's follow your good example then, dear.
She places a hand on The Artist Formerly Known As Cudak Tanagak's shoulder and closes her eyes.
A man in helm and gorget stands over a body. He wields his longsword in both hands, shoulders squared, and steels himself to face the four advancing hobgoblins.
The vision flashes in both the musician and the older woman's minds, but the figure's resolve lingers in The Artist Formerly Known As Cudak Tanagak's. Cast heroism on him; 70 minutes, +2 morale bonus on attack rolls, saving throws, and skill checks.

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As Daisley hears mystical cries, she pulls out a vial of holy water!
Should have put it in a wrist sheath...

GM Doug Henderson |

Six ghostly figures appear amongst you on the landing.
Apparitions of a woman and her family huddle together, flanked by spectral figures in Tian armor with blades drawn.
A robed and hooded woman stands apart from the others pointing down the stairs. The family sobs and the mother pleads for some unseen person to hurry.
The hooded figure calls out sharply in Tian as the shadow on the sundial strikes 6:00 pm.
Despair, futility, and the feeling of being tricked wash over you as the spectral soldiers raise their blades and fall upon the family.
As the apparitions fade away you are all fatigued! As though targeted by the spell Waves of Fatigue
The surprise round ends and the party may act.
Gorf
Estra
Daisley
The Artist Formerly Known As Cudak Tanagak
Haunt

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Do we still see anything?

Estra, Iconic Spiritualist |

Yeah, if it's still around I'll pull out of a scroll of comprehend languages for TAFKACT to use on me—maybe we could learn something from what the hooded woman said?
Also, we're now all fatigued! Maybe we should come back tomorrow night since 8 hours of rest cures that :p

The Artist Formerly Known As… |

TY for the heroism… I was wondering why the heck my skald doesn't know that spell… I'll be spending PP to retrain.
The Artist Formerly Known As Cudak Tanagak pulls out a vial of holy water and chucks it at the sundial.
1d20 + 4 - 2 + 2 ⇒ (8) + 4 - 2 + 2 = 12
damage?: 2d4 ⇒ (3, 4) = 7