
GM Hmm |

Meanwhile, the Lady in Red looks to Eddie and the Veiled Lady to see if they manage to sneak in a turn before the robot.
★ --- ★ --- ★ --- ★
Eddie (-28)
Red Poracha (-14, Frightened 1)
Green Poracha
Jiggo and Salera (-7)
Bun (-3)
Soddy-Daisy
Veiled Lady

Bot Buddy 2000 |

Click. Whirr.
BOTTING THE VEILED LADY
The veiled lady rushes forth to back up poor Eddie! She flanks with Salera, and casts a two-action heal on Eddie.
◈ Stride
◈◈ Heal: 2d8 + 8 ⇒ (7, 8) + 8 = 23
★ --- ★ --- ★ --- ★
BOTTING EDDIE
◆◆ Electric Arc, 30' Range: Basic Reflex Save DC20, Electricity: 3d4 ⇒ (4, 4, 4) = 12
◈ Stride
Then Eddie moves away from the Porachas flank formation.

GM Hmm |

Z-z-z-zot!
Red Poracha Reflex: 1d20 + 13 ⇒ (8) + 13 = 21
Green Poracha Reflex: 1d20 + 13 ⇒ (4) + 13 = 17
Red takes only a little of the spark, but Green takes full damage. It's now the turn of Team Poracha!
Red goes after the Veiled Lady!
◈ Red jaws (finesse, magical): 1d20 + 13 ⇒ (16) + 13 = 29
Piercing damage: 2d6 + 7 ⇒ (2, 2) + 7 = 11
◈ Red claw (agile, finesse, magical): 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23
Slashing damage: 2d4 + 7 ⇒ (2, 2) + 7 = 11
Then the full power of the Veiled Lady's Vibrant Thorns spell kicks in!
Vibrant Thorns damage: 4d6 ⇒ (3, 2, 5, 6) = 16
Then Red yelps in pain and takes an action to regret its life choices. You can appeal to the Poracha's better nature now!
Meanwhile Green chases Eddie!
◈ Green jaws (finesse, magical): 1d20 + 13 ⇒ (7) + 13 = 20
Piercing damage: 2d6 + 7 ⇒ (4, 1) + 7 = 12
◈ Green claw (agile, finesse, magical): 1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 16
Slashing damage: 2d4 + 7 ⇒ (4, 2) + 7 = 13
It hits only once!
★ --- ★ --- ★ --- ★
Eddie (-17)
Red Poracha (-36, amenable to reasoning!)
Green Poracha (-12)
Jiggo and Salera (-7)
Bun (-3)
Soddy-Daisy
Veiled Lady (-22)

Bot Buddy 2000 |

The Red Poracha has reached the point where you can reason with them! You may use this special action in combat:
CALL TO REASON (two-actions)]
UNCOMMON AUDITORY CONCENTRATE LINGUISTIC MENTAL
Requirements An enraged nature spirit is visibly shaken by being reduced to half their hit points or fewer. You call out to a visibly shaken foe and attempt to call them back to themselves and shake of any malign influence affecting their behavior and actions. Depending upon your strategy, attempt a Deception, Diplomacy, Intimidation, or Nature check against the foe's will DC to make your case for the foe's surrender.
Critical Success The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Call to Reason for one minute.
Success The foe takes your words to heart and surrenders to you immediately.
Failure The foe brushes off your attempt and continues to fight.
Critical Failure Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a -1 circumstance penalty to checks to Call to Reason for one minute.

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"Porcha? Please, control yourself! We are here to stop the cause of the madness!"
Diplomacy: 1d20 + 10 ⇒ (11) + 10 = 21
He hopes that's enough to calm the Red Porcha.
Intimidation: 1d20 + 8 ⇒ (10) + 8 = 18
Sal'era, meanwhile moves towards the Green Porcha and stares them down. "We can do this the peaceful way or the fun way. Stand down."
◆◆ Act Together: Jiggo takes 2 Actions
- ◆◆ Jiggo uses Call to Reason vs the Red Porcha
- ◆ Salera Steps
◆ Salera uses Intimidating Glare on Green

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Thankful to see one of the porachas finally come to its senses, Soddy moves to assist the Veiled Lady once again. Producing yet another vial, she practically shoves it into the Veiled Lady's mouth.
"Drink up! It's good for you!"
Elixir of Life, Minor: 1d6 ⇒ 3
______________
◆ Interact to Draw Vial
◆ Stride
◆ Interact to feed the vial to the Veiled Lady
Though concerned about the Veiled Lady, Soddy realizes that they'll be safer, quicker, if they can get the porachas to calm down.
"Hey! Most of us are creatures of nature too, just like you! We want to help this place, not hurt it! Please, stop fighting!"
Call to Reason vs. Red (Nature): 1d20 + 6 ⇒ (6) + 6 = 12
"Oh...whatever's wrong, it's got a hold on them something fierce," Soddy laments as she hurriedly trundles over to the Veiled Lady.
______________
◆◆ Call to Reason (Red)
◆ Stride

GM Hmm |

Jiggo speaks, and the madness in the red poracha's eyes dies away. Meanwhile, Salera attempts to intimidate the green poracha.
Then Soddy Daisy offers an elixir to heal the Veiled Lady.
★ --- ★ --- ★ --- ★
Eddie (-17)
Red Poracha (-36, no longer fighting)
Green Poracha (-12)
Jiggo and Salera (-7)
Bun (-3)
Soddy-Daisy
Veiled Lady (-19)

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Bun moves out of the cover, points his arquebus at Green and fires.
BOOM!
+1 Arquebus, 150' range, Concussive, Fatal d12: 1d20 + 10 ⇒ (4) + 10 = 14 for Concussive: 1d8 + 1 ⇒ (6) + 1 = 7
Unfortunately the shot misses high. Sighing, Bun hides behind Jiggo and reloads.
◈ Stride
◈ Whiff
◈ Covered Reload (behind Jiggo)

GM Hmm |

Bun comes out and shoots his arquebus but the shot goes wild!
★ --- ★ --- ★ --- ★
Eddie (-17)
Red Poracha (-36, no longer fighting)
Green Poracha (-12)
Jiggo and Salera (-7)
Bun (-3)
Soddy-Daisy
Veiled Lady (-19)

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Eddie ◆ raises their shield to protect against the sharp claws of the Poracha "Back up, there's not mush-room!" A blast of water shoots from their staff again at the green poracha this time.
◆◆ Hydraulic Push, 60' Range, Water: 1d20 + 10 ⇒ (10) + 10 = 20
Damage (B) 5' Knock Back: 3d6 ⇒ (4, 2, 2) = 8
Sorry for the disappearance, the holidays were much more involved then I expected. AC21

Dana the Doppelgänger |

Veiled Lady it is! That's me!
The Veiled Lady moves through the shrubbery, emerging with Vibrant Thorns.
+1 Trident: 1d20 + 9 ⇒ (15) + 9 = 24
Piercing: 1d8 + 3 ⇒ (2) + 3 = 5
"Please, be at peace." She raises her shield. "I do not wish to hurt you more."
◇ Vibrant Thorns – Adjacent creatures that hit you with a melee attack, as well as creatures that hit you with unarmed attacks, take 2 piercing damage each time they do. Anytime you cast a vitality spell, the thorns' damage increases to 2d6 until the start of your next turn.
◆ Stride
◆ Strike with trident
◆ Raise a Low-Grade Cold Iron Shield
↺ Shield Block or ↺ Leshy Superstition – Trigger You attempt a saving throw against a spell or magical effect, but haven’t rolled yet. You notice spirits that inhabit objects, learning which bring good fortune and which are unlucky. You focus on the power of a lucky object, granting you a +1 circumstance bonus to your saving throw against the triggering effect.

GM Hmm |

Eddie raises his shield, misses the poracha with his hydraulic push, and makes a pun that causes the very forest to groan.
Meanwhile, the Veiled Lady strides toward the Green Poracha and strikes at the creature.
★ --- ★ --- ★ --- ★
◈ Green jaws (finesse, magical): 1d20 + 13 ⇒ (8) + 13 = 21
Piercing damage: 2d6 + 7 ⇒ (6, 5) + 7 = 18
◈ Green claw (agile, finesse, magical): 1d20 + 13 - 4 ⇒ (10) + 13 - 4 = 19
Slashing damage: 2d4 + 7 ⇒ (1, 4) + 7 = 12
The Green Poracha yelps as the vibrant thorns stick him as he tries to attack the Veiled Lady. The first of his attacks hits the Veiled Lady, as the second attack misses.
★ --- ★ --- ★ --- ★
Eddie (-17)
Red Poracha (-36, no longer fighting)
Green Poracha (-21)
Jiggo and Salera (-7)
Bun (-3)
Soddy-Daisy
Veiled Lady (-37)

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Jiggo takes a deep breath and tries to make the scariest face he can. "Stop it now! You'll be sorry!"
Intimidation: 1d20 + 10 ⇒ (1) + 10 = 11
Jiggo is not a very intimidating man. Sal'era chuckles when she sees him. Gods, I love this man. "Jiggs, boost me."
After a boost of power, Sal'era tries once again to grapple the Porcha.
Athletics vs Fort DC: 1d20 + 7 ⇒ (20) + 7 = 27
Aha! She wraps her arms and tail around the Porcha and pins it to the ground. "Finally! Slippery little kitty!"
Tail: 1d20 + 11 - 4 ⇒ (4) + 11 - 4 = 11
Bludgeoning Damage: 2d6 + 1 + 4 ⇒ (1, 6) + 1 + 4 = 12
+1 Good damage against evil or those weak to Good damage
Her tail is nowhere close to the cat. "While I got 'em pinned, hurry. Make it count!"
◆ Jiggo Intimidates Green
◆ Act Together: Jiggo takes 1 action, Sal'era takes 1 action
- ◆ Jiggo uses Boost Eidolon on Sal'era
- ◆ Sal'era Grapples Red
◆ Sal'era Strikes Red

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Bun steps out and sights down his arquebus.
BOOM!
+1 Arquebus, 150' range, Concussive, Fatal d12: 1d20 + 10 ⇒ (12) + 10 = 22 for Concussive: 1d8 + 1 ⇒ (8) + 1 = 9
He retreats back into the bushes to reload.
◈ Stride
◈ BANG
◈ Covered Reload

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"PIG PILE!" Eddie hollers out of excitement when Sal and the creature get tangled up. So excited they raise their shield and a spout of water splashes the creature.
◆◆ Spout, 30' Range, 5' Cube: Basic Reflex Save DC20, Bludgeoning: 2d4 + 4 ⇒ (1, 1) + 4 = 6

Bot Buddy 2000 |

The grappled and battered Poracha has reached the point where you can reason with them! You may use this special action in combat:
CALL TO REASON (two-actions)]
UNCOMMON AUDITORY CONCENTRATE LINGUISTIC MENTAL
Requirements An enraged nature spirit is visibly shaken by being reduced to half their hit points or fewer. You call out to a visibly shaken foe and attempt to call them back to themselves and shake of any malign influence affecting their behavior and actions. Depending upon your strategy, attempt a Deception, Diplomacy, Intimidation, or Nature check against the foe's will DC to make your case for the foe's surrender.
Critical Success The foe is quick to surrender and attempts to convince their allies to surrender as well. You and your allies gain a +1 circumstance bonus to checks to Call to Reason for one minute.
Success The foe takes your words to heart and surrenders to you immediately.
Failure The foe brushes off your attempt and continues to fight.
Critical Failure Your argument is severely flawed or laughable. The foe disregards your words and continues to fight. You take a -1 circumstance penalty to checks to Call to Reason for one minute.

GM Hmm |

Soddy-Daisy and Veiled Lady, you are both up!
★ --- ★ --- ★ --- ★
Eddie (-17)
Red Poracha (-36, no longer fighting)
Green Poracha (-30, Grappled, can be reasoned with)
Jiggo and Salera (-7)
Bun (-3)
Soddy-Daisy
Veiled Lady (-37)

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"Yield! We are here to actually help you, if you stop attacking us." Veiled Lady pleads the Green Poracha.
Nature: 1d20 + 9 ⇒ (4) + 9 = 13 vs Green Poracha's Will DC
Hero Point! Nature: 1d20 + 9 ⇒ (11) + 9 = 20 vs Green Poracha's Will DC
She then carefully steps back, seeing that she is somewhat hurt from the last attack to her.
◆◆ Call to Reason
◆ Step

GM Hmm |

The Green poracha looks startled, then stands down and stops snarling. The porachas, once freed, offer each of you a berry that acts as a Lesser Healing Potion and then they jaunt off away from you into the fog.
COMBAT OVER!
★ --- ★ --- ★ --- ★
After you negotiate the peaceful surrender of the Porachas, a glowing cherry blossom sprig falls at your feet from the trees above.
SAKURA'S SPRIG ITEM 5
RARE CONSUMABLE MAGICAL TALISMAN
Usage affixed to weapon; Bulk — Activate [free-action] envision; Trigger You strike an unholy target with the affixed weapon; Requirements You're trained in the affixed weapon.
This small glowing sprig of cherry tree flowers is only granted by Sakura, the kami of Silvertree. When activated, the affixed weapon gains the holy trait for the triggering attack and all other attacks for 1 minute.

GM Hmm |

As you stride out of the fog, the village of Silvertree appears. You meet bewildered villagers coming out of their humble homes, some of whom blink their eyes as if they haven't left their dwellings in a long time. The villagers cry with joy as they see not only you, but also the Risuchō squirrel-rabbits, who run around for at least half an hour delivering a month's worth of mail to the isolated villagers. A woman squeals as she gets a letter, “My daughter gave birth to a healthy girl! I'm a grandmother!” Other villagers shout their joy as they receive letters from friends, family, or even just trading partners in other villages.
“We've not been forgotten by everyone!” one man says, clutching his letter to his heart and rubbing wet eyes with his sleeve.
An elderly tengu woman approaches, wearing a neat if somewhat plain kimono and thick glasses. “Gentle strangers, I see you bear Sakura's token," she says, nodding her beak in the direction of the glowing sprig. "I am Mayor Kimi, and I welcome you to Silvertree. Can you tell me... Has Sakura forgiven us?” She looks at each of you anxiously, hoping for good news.

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Veiled Lady focuses to tend herself before pressing on.
Damage fr Risky Surgery: 1d8 ⇒ 3 S damage to Veiled Lady (4 HP left - 3 S damage = 1 HP left)
She is hanging by a thread but continues to patch her wounds.
DC 20 Medicine to Treat Wounds w Risky Surgery: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 Crit
Expert Healing: 4d8 + 10 ⇒ (8, 7, 8, 1) + 10 = 34 HP for Veiled Lady
She continues to heal herself fully.
DC 20 Medicine to Treat Wounds: 1d20 + 11 ⇒ (20) + 11 = 31 Crit
Expert Healing: 4d8 + 10 ⇒ (7, 2, 4, 4) + 10 = 27 HP for Veiled Lady
She then Refocuses to align herself with the surrounding.

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"So long, Porchas." Jiggo watches them scamper off. "So cute."
"Who needs help..." He blanches as the Veiled Lady almost tears herself in half, but calms down once she begins patching.
"Uh, I'll take care of myself first."
Medicine to Treat Wounds: 1d20 + 7 ⇒ (17) + 7 = 24
Healing: 2d8 ⇒ (5, 7) = 12
"Great, that should do it. Does anyone else need help?"
Looks like the Veiled Lady is better at Medicine than I am, but Jiggo will offer to Treat Wounds with a +7 Medicine bonus.
---
"Ah, greetings Mayor Kimi!" Jiggo tries to not embarrass himself with a bow, while Sal'era respectfully curtsies. "Sakura said there was something unholy within the village, and she created the fog to slow down its malevolent spread. If we can work together, we can eliminate the source, and Sakura should be able to remove the fog."
"Um... are there any strange anomalies you have seen in the village in the last month?"

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Veiled Lady nods at Jiggo for initiating the conversation. She also offers anyone who wants to be healed.
"Please, tell us if you know something about this unholiness so that we can eliminate it."
Damage fr Risky Surgery: 1d8 ⇒ 2 S damage vs Eddie
DC 15 Medicine to Treat Wounds w Risky Surgery: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16 (Success, becomes Crit Success)
Expert Healing: 4d8 ⇒ (5, 2, 1, 7) = 15 HP for Eddie
She also treats Bun's wounds.
DC 15 Medicine to Treat Wounds: 1d20 + 11 ⇒ (2) + 11 = 13
She is unfamiliar with Bun's stuffing and skin that is not made of flesh. "Sorry, Bun."

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Man, the holidays are draining. Also, Eddie wouldn't be able to fully put that sapling to use.
Eddie waves goodbye to the creatures that were just trying to eat them, its the way of the forest sometimes. "Good luck!"
"You cut me to fix me? Strange things you've learned Lady. I usually eat these nice spicy berries, but maybe Bun would like them instead?" They offer up some of nature's fermented bounty to the rabbit to heal his wounds, then after some rest heals the rest of their own wounds. Berries, refocus, berries, refocus.
◆◆ Cornucopia cast and ◆ to Consume: 2d6 + 8 ⇒ (3, 1) + 8 = 12
◆◆ Cornucopia cast and ◆ to Consume: 2d6 + 8 ⇒ (2, 2) + 8 = 12
----
Arriving in Silvertree Eddie opens their arms wide and greets the whole village "HELLO! I am Eddie and these are my friends, we're here to help you!" They make the rounds shaking hands and patting backs, finally stopping to speak with the mayor. Sense Motive on mayor.
Expert Diplomacy: Make Impression: Glad Hand (20 targets): 1d20 + 10 ⇒ (17) + 10 = 27

GM Hmm |

"Ah, greetings Mayor Kimi!" Jiggo tries to not embarrass himself with a bow, while Sal'era respectfully curtsies. "Sakura said there was something unholy within the village, and she created the fog to slow down its malevolent spread. If we can work together, we can eliminate the source, and Sakura should be able to remove the fog."
"Um... are there any strange anomalies you have seen in the village in the last month?"
"Something unholy within the village?" Mayor Kimi looks distressed. "Sakura said the same thing to us when she closed us in! But it's just us! Most of us have been housebound, and some of the villagers have withdrawn from everyone out of distrust for their neighbors."
★ --- ★ --- ★ --- ★
Arriving in Silvertree Eddie opens their arms wide and greets the whole village "HELLO! I am Eddie and these are my friends, we're here to help you!" They make the rounds shaking hands and patting backs, finally stopping to speak with the mayor.
Eddie senses that Mayor Kimi is genuinely distressed and worried for her village. She does quirk a small smile at Eddie's overwhelming enthusiasm and round of hand-shaking. "Oh, how my heart delights to see you. Gentle spirits, if you have come to help, we truly need it. Please... help us find the problems so that we can make out peace with Sakura at last."
★ --- ★ --- ★ --- ★
Investigating the Village
Mayor Kimi has invited you to investigate more fully. You can do so either by calming the villagers so they will talk, or by seeking clues within the village.
Please give me two skill checks to express your character's strategy in how you are investigating. Eddie, you only have to do one, since you started off with that great Diplomacy right off the bat.

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"If that is the case, it will be an honor for us to investigate your village. We will do our best to find a definitive answer to your current situation." Veiled Lady courteously bows at the mayor and begins walking around while Detecting Magic in the surroundings.
Skill: 1d20 ⇒ 13 Not sure what skill to use for this but I have Arcana/Occultism -1 and Nature/Religion +9.
She then communes with the spirits inside the village and talks to them about what they know, or what something unusual might have happened that goes unnoticed by the villagers. She might use Comprehend Language spell if needed.
Diplomacy: 1d20 + 0 ⇒ (13) + 0 = 13 or I have Religion +9 if that applies, you know, talking to spirits

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Bun looks around the village, looking for things out of the ordinary. He pays particular attention to abnormalities in nature.
Nature: 1d20 + 7 ⇒ (10) + 7 = 17
He then looks for injured villagers, hoping to get them talking while curing their hurts.
Medicine: 1d20 + 7 ⇒ (15) + 7 = 22
"We are here to help. Thakura told uth to try to rid your village of thome taint. Tho have you theen anything unuthual lately?"

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"Maybe there is an... otherworldly invader?" Jiggo thinks about the mayor's words, only to hear Sal'era snort. "You know what I meant, honey."
He sighs and begins looking for anything of religious significance that seems out of place.
Religion: 1d20 + 7 ⇒ (17) + 7 = 24
In the meantime, Sal'era sticks to the shadows and quietly observes the villagers. Someone must be doing something suspicious around here.
Sal'era's Stealth: 1d20 + 10 ⇒ (9) + 10 = 19

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"Thank you Mayor. The Pathfinder Society is always here to help, and help we can!" Eddie heads out with the others, eager to listen to the villagers' stories, thoughts, and possible clues.
Expert Perception: 1d20 + 12 ⇒ (8) + 12 = 20
Eddie is friendly and a good listener.

GM Bret |

Bun, Sal'era and Eddie each use their own methods to learn what they can of what is happening in the village. Bun finds there are plenty of people willing to tell him of local goings on while he treats their various ailments. Sal'era just eavesdrops on the conversation without need for a bedside manner. Eddie just has a way to put the locals at ease talking with him.
Although the Veiled Lady has no luck speaking with the local spirits she does see various omens around the village indicating the problem is somehow connected to the water. Jiggo finds different omens and they all seem to link to scales.
Comparing notes, the group decides it would be worth investigating the local fishing folk. It links nicely with water and scales. When the locals aren’t complaining about the strong greasy smell coming from their house — nicknamed the Fish Fry — they talk of late night fishing trips with only minimal fish caught.
The building is on the outskirts of the village. There is no mistaking which building it is, you can smell it from several paces away.
When you check, you find the door is locked and no one answers when you knock. There are also a couple of the Risuchō's waiting outside the door, evidently with mail to be delivered.

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Bun notices the two Risuchos outside. "Thtrange that nobody ith here." he pulls his arquebus off his back and loads it... just in case...

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"Hmm, looks like no one has been here in a bit." Jiggo notices the Risuchōs full of mail. "Well, it might be dangerous, maybe you should wait for-"
Upon the word "dangerous" Sal'era has already taken point and is working on the lock.
Thievery: 1d20 + 10 ⇒ (3) + 10 = 13
Thievery: 1d20 + 10 ⇒ (18) + 10 = 28
Thievery: 1d20 + 10 ⇒ (1) + 10 = 11
Thievery: 1d20 + 10 ⇒ (4) + 10 = 14
Thievery: 1d20 + 10 ⇒ (20) + 10 = 30
Thievery: 1d20 + 10 ⇒ (8) + 10 = 18
Thievery: 1d20 + 10 ⇒ (15) + 10 = 25
Thievery: 1d20 + 10 ⇒ (4) + 10 = 14
Thievery: 1d20 + 10 ⇒ (14) + 10 = 24
Thievery: 1d20 + 10 ⇒ (11) + 10 = 21

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"Smells greasy, needs more fresh earth and wood to compost better." Eddie bobs their head in agreement with themselves.
"You think it could be dangerous Bun Bun with the gun gun?" Eddie asks, watching the strange practice of loading the metal walking stick.
Eddie scouts around the outside of the building, staff in hand, doing their best to be sneaky as they go. Finally returning to the front with the others to relay anything useful found. Stealth +8

GM Bret |

Jiggo is able to unlock the door after a few seconds effort.
While they are doing this, Eddie checks for enemies in the area, but does not find anything of interest.
Aside from the cloud of small, black flies that pour out the open door and the smell from a pile of rotting fish parts that assaults the senses, the Fish Fry's interior is neat and almost impersonal: hammocks and fish nets dangle from the ceiling and a few boxes of fishing tackle lay stacked along the walls.
You can investigate the hut with Fishing Lore, Survival, Sense Motive or sell me on a different ability. Searching is Perception.

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"Wow, there's a lot of fish in here... why would the owners leave so much stock?" Jiggo covers his nose and begins searching for anything extraordinary.
Sal'era mumbles. "Right, smelly. Smelly, smell, um... the smelliness." She quickly falls quiet and Avoids Notice.

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"Oh, we're in?" Eddie acts surprised when they round the corner and see Sal putting something back in her pockets.
"Oh, yikes, that's a lot of flies.. hopefully not the kind that lay eggs in innocent mushroom caps..." Eddie looks warily at the swarm of nasties before investigating the hut, starting with poking at the rotten fish pile with their staff tip.
Survival: 1d20 + 11 ⇒ (19) + 11 = 30

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Perception: 1d20 + 9 ⇒ (14) + 9 = 23

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"Let's check their sources of water, if we get the chance." the Veiled Lady suggests before they head out for the hut.
Survival: 1d20 + 9 ⇒ (17) + 9 = 26
"Ah, the smell..." she compares it with the marshes that she is familiar with, and finds this one different. It smells... fish.

GM Bret |

Eddie and the Veiled Lady both realize that no experienced fisher would leave a pile of fish parts to compost in their own dwelling. Anyone doing this must have intended the unpleasant pile to discourage visitors.
As they are remarking on this, Jiggo and Bun search the place. They realize the lack of personal effects indicates that no one sleeps here.
After a short search, they find a secret door that opens to a stairwell down.

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"Secret door down into the darkness?" Eddie nudges Lady and smiles "This day gets better and better! We get to escape the flies and relax in the cool, damp, darkness." Eddie bows "After you Lady!"
Staff in hand, searching for exploration. Eddie has darkvision.

Salera, the Reformed |

"No surprise here. Don't you mortals usually eat the fish before they rot?" Sal'era seems unsurprised by the hidden passageway. "Jiggs, stay back and use your light from the back. I need to scout ahead anyway."
- Sal'era's exploration activity: Avoid Notice (Stealth +10). She has Darkvision.
- Jiggo's exploration activity: Investigate (Religion +7). He will cast Light and stay 40 feet away.

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Bun follows behind Eddie and Salera.
Bun also has DV

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"No surprise here. Don't you mortals usually eat the fish before they rot?"
"No, the more rotted the better please."

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"Secret door down into the darkness?" Eddie nudges Lady and smiles "This day gets better and better! We get to escape the flies and relax in the cool, damp, darkness." Eddie bows "After you Lady!"
"Ah yes, damp and dark are in our comfort zone." Veiled Lady agrees with Eddie. She also gives Eddie a courteous bow and goes ahead of Eddie, but she draws her weapon and raises her shield first before entering.

Salera, the Reformed |

Sal'era's face contorts in confusion briefly. When she bought the really cheap, smelly fish Jiggo almost gagged before trying to hide the food in the trash and eating bread and cheese instead.
But the cheese gets old and smelly, and he's fine with that.
And they're fine with the smelly cheese?
Ugh, whatever. She puts her poker face back on and keeps quiet.

GM Bret |

You come down the stairs into a dining hall. The floor is sticky with spilled sake, and crumbs from previous meals crunch underfoot. Dirty dishes from a prior meal spread across the two wooden tables.
There are three drunken unconscious tengu and a single tengu that is still attempting to drink his way to unconsciousness. They look at you with bleary eyes and call out “More sake, please!” At least that is what you guess was said. You would be hard pressed to decide which is worse, their enumciation or their balance.
Slide 6, the black bordered tengu is calling out to you, the cauldrons are huge ceramic containers of sake. The other tengu are not pictured.

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"Greetings! I think we are lost. Do you mind telling us what's this place? We are actually looking for Fish Fry. Do you know the name? Where can we find them? Or is that the name of this place?" she asks the tengu, pretending to be lost, and then confused. "Anyway, who are you and what happened here? I will give you more sake if you will tell us some answers." she adds with a mischievous smile.
Deception: 1d20 ⇒ 19

Salera, the Reformed |

Sal'era's favors wine, but sake is fine, too.
3 unconscious and a fourth drinking way too much. Usually you hire assistants to clean up when you enjoy the debauchery.
She tries to slink into the room, keeping an eye out for sudden danger.