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Hooli pockets the dagger, adding to the collection she's been growing ever since they first woke up following the Reenactment Festival. "I don't think we have time to go back to Willowshore, so back to the lumber camp!
"We'll leave you to wait outside, just in case," she tells the rescued villagers.

Xiung-Lau |

Xiung-Lau nods in agreement with Hooli.
What time of day is it?
If it is dusk or night, Xiung-Lau activates his Hongrui's gratitude robe to summon a floating red lantern to light the way for the villagers. He asks them to tell any details they might be able to share, in a way that is both trying to get information from them but also soothe their minds by reinforcing that they are now safe.
Diplomacy w/ Hongrui's gratitude bonus: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
After rescuing them, I assume their attitude toward us is pretty favorable, but I'll roll anyway.

Li Jie Qiang |

Placing his medical supplies away, the Alchemist nods to the others.
Plenty of more cultists to ferret out.

Xiung-Lau |

"I do find myself wondering ... have there always been this many cultists and mysterious creatures hanging around our quiet little village, or did they just arrive with the Wall of Ghosts?" He shakes his head in bewilderment.

DM Brainiac |

Note that the only villager here is Meng-Sung. The others are being held captive by Mugirou.
Meng-sung tells you that he and his father Kum Soon-chong were abducted from their home at Willowshore Stables in the middle of the night and brought to the lumber camp. They were only held together for half an hour before Zoudou took Meng-sung away to prepare him for the ritual sacrifice. The faceless priestess mentioned something about Meng-sung having an "old soul" that was well-suited as a sacrifice to "Great Kugaptee."
When you return to the lumber camp by lanternlight, the guards let you in to speak to Mugirou. The bandit leader is pleased to hear of Zoudou's defeat. "She and her underlings are dead? Good. I will uphold my end of the bargain. The prisoners are yours."
He gestures for his underlings to release the captured townsfolk. "Now, I believe our business is concluded. You will allow us to leave in peace, as we agreed."

Xiung-Lau |

Xiung-Lau takes time while walking to refocus and regain his mystical energy.
Xiung-Lau checks the prisoners to be sure they are sound in both mind and body, directing any of them who have been injured to Li Jie for more efficient treatment than he can provide.
Going to detect magic on the released prisoners to be sure they don't have any lingering enchantments or anything.
He glances at the others. Though he would choose to honor the deal, if the others choose not to then he would follow them up.

Kwan Tai |

Kwan Tai nods curtly. "So it was agreed. Do not cross us so again."

DM Brainiac |

Mugirou nods solemnly. The noppera-bo gifts you with a set of keymaking tools and a crafter’s eyepiece as a peace offering before leading his followers off into the woods.
Before you leave the lumber camp, you raid the camp's forgotten treasury. The cache includes 125 gp, a +1 battle axe, and an invisibility potion.
Meng-Sung shares a tearful reunion with his father. You escort all the prisoners safely back to Willowshore where you are met with resounding praise for your success!

Xiung-Lau |

Xiung-Lau says, "I think it makes the most sense for these tools to go to Hooli and the eyepiece to go to Li Jie. Kwan Tai, would you want the battle axe or the rune from it? I could take the potion, since I have no skill in stealth, unless someone else feels they will find it more useful."
Upon returning to the village, Xiung-Lau seems surprised at (and a bit uncomfortable with) the resounding praise. "Please, we did very little..."

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"Speak for yourself!" Hooli admonishes, tucking away the latest new treasure. "I fought off countless faceless horrors, and helped defuse some horrible ritual that would have unleashed ghosts on all of us. Though the ghost wall is still there."
I'm good with that wealth distribution!

Li Jie Qiang |

Li Jie smiles at both Xiunt-Lau and Hooli. The Alchemist gladly accepts the Crafter's Eyepiece.
Ssso, what'ssss next?

Xiung-Lau |

Xiung-Lau says, "Did we ever find what happened to that merchant who was here? I think it would be good to ask him some questions ... plus, we do now have some gold." He chuckles.

Kwan Tai |

Kwan Tai pats the head of his runed hammer. "Better for someone else to enhance their own might."
The very slight suggestion of a smile vanishes as Xiung-Lau brings back up the pedlar. "Yes. He will need to be found."

DM Brainiac |

With the defeat of the faceless monsters at the lumber camp, things become relatively quiet around Willowshore. The dreary, rain-filled weeks of summer stretch on as the townsfolk slowly adapt to their new reality of being trapped within a curse. They do their best to shore up the town, knowing that they are on their own.
After two weeks, the mysterious merchant Shinzo arrives again, his cart laden with new goods for sale. He smiles and tips his hat when he sees you, his raven Yix flapping his wings and letting out a caw. "Good to see you, friends. It would seem you handled the whole bandit situation admirably. Care to do some business?"
Shinzo has items available to purchase up to 4th-level.

Xiung-Lau |

Did we have any group money to split up other than the 125 gp? If not, then just splitting it into 31 gp, 2 sp, 5 cp apiece? And then it looks like we have 2 weeks of downtime.
If no one else is claiming the +1 from the battle axe, I'll pay the 3.5 gold to have it transferred over to my staff
Xiung-Lau spends much of his time during the rain-filled weeks sitting in his small apartment, brewing potions over the fire. With the strange happenings, he is able to offer services as an expert in the Boneyard, particularly consulting with people nearing death or birth moments in their lives.
Day 1 Boneyard Lore(Expert) vs. DC 18: 1d20 + 11 ⇒ (11) + 11 = 22 -> 5 sp
Day 2 Boneyard Lore(Expert) vs. DC 18: 1d20 + 11 ⇒ (17) + 11 = 28 -> 8 sp
Since that was a success, I'll work at that second task as many days as you'll let me ... I'll guess 5 days for 4 gp (won't get too greedy), and then...
[ooc]Day 7 Boneyard Lore(Expert) vs. DC 18: 1d20 + 11 ⇒ (12) + 11 = 23 -> 5 sp
Day 8 Boneyard Lore(Expert) vs. DC 18: 1d20 + 11 ⇒ (9) + 11 = 20 -> 5 sp
Day 9 Boneyard Lore(Expert) vs. DC 18: 1d20 + 11 ⇒ (19) + 11 = 30 -> 5 sp
Day 10 Boneyard Lore(Expert) vs. DC 18: 1d20 + 11 ⇒ (13) + 11 = 24 -> 5 sp
Day 11 Boneyard Lore(Expert) vs. DC 18: 1d20 + 11 ⇒ (12) + 11 = 23 -> 5 sp
Day 12 Boneyard Lore(Expert) vs. DC 18: 1d20 + 11 ⇒ (8) + 11 = 19 -> 5 sp
Day 13 Boneyard Lore(Expert) vs. DC 18: 1d20 + 11 ⇒ (1) + 11 = 12 -> 8 cp
Day 14 Boneyard Lore(Expert) vs. DC 18: 1d20 + 11 ⇒ (7) + 11 = 18 -> 5 sp
Total earned: 8 gp, 8 cp (assuming you're OK with me working that crit success job for 5 days)
He gathers the others and tells them when he hears that the merchant has arrived. "I will say, this consulting work is more lucrative than my artwork, but not nearly as enjoyable."
Speaking to the merchant, Xiung-Lau says, "Do you have any lighter cookware for travelling? I have this cauldron, which I use regularly, but it is extremely heavy and straining my backpack." The merchant smiles and offers up a walking cauldron, for which Xiung-Lau excitedly hands over 12 gold pieces. Crawler seems dubious about this new companion.
He also purchases a scrolls of breadcrumbs, helpful steps, and phantasmal minion. When he gets time, he also transcribes these spells into a form so they can be consumed by his familiar.

Kwan Tai |

Kwan Tai spends the next few weeks at work in the forge, ensuring any militia members who wish it can meet their future dangers with steel in their fists.
When Shinzo comes he can't quite put up an amiable front, but at least does no more than glower while his companions shop, but once they're done, he begins his questions.
"Well Pedlar, the monsters have been driven back. Will you end your silence now?"
Crafting (Trained) vs. DC 18: 1d20 + 5 ⇒ (14) + 5 = 19 I'll just stick with success for the two weeks

DM Brainiac |

Shinzo quirks an eyebrow. "Silence? Here I am, thinking I've been nothing but a charming conversationalist!" he says with a sly grin. "Still, you deserve answers. Regretfully, I have none to give you. This strange curse keeps you bound to your town and the immediate environs. I can come and go, but I know not why. It would seem this a mystery that you will have to unravel on your own, friends."
Yix cocks his head and peers at Kwan Tai with a beady eye.

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Hooli spends as much time relaxing as she can over the next two weeks, though the knowledge of the wall of ghosts not far from the village's borders continue to nag at her.
When Shinzo returns, she decides to trade her magical dagger -- which she's replaced with fiend's hunger -- for a ghost touch rune. It leaves her completely broke and destitute again, but she's used to that. I think I can just afford that, but feels really worthwhile.

Xiung-Lau |

Xiung-Lau is intrigued by this response, "You suggest that the curse is bound to the people, not to the land. If it doesn't affect you, are you able to perceive the mists? Or to you is there just no barrier whatsoever because you are not affected by the curse? Do you know if anyone else from outside has been able to enter? Are they aware of the situation?"

Li Jie Qiang |

Li Jie Qiang busily Crafts Antidotes and Anti plagues.
Batches of 4 each in 2 weeks seems fair.
The Alchemist hands each one of each.
These Elixirs will enhance your Fortitude again poison and disease for a time.
The Nagaji sees the mysterious Shinzo and hisses.
You remind me of The Dungeon Master.
I need to do some coin counting...
Crafting(E): 1d20 + 11 ⇒ (4) + 11 = 15
Hero Point! Crafting(E): 1d20 + 11 ⇒ (8) + 11 = 19

Xiung-Lau |

"But the other villages that you travel to, outside of the mists ... they are not having this difficulty at all? They are not even aware of it? I mean, I know we don't get a lot of traffic, but still ... Very curious. You should perhaps tell someone."
He clearly has no info for us.

Kwan Tai |

"On your next trip can you ask someone from another village to travel along with you? We should learn whether it is you who can cross this barrier or all outsiders."

DM Brainiac |

"I will do my best," Shinzo replies. He remains in town for the rest of the day before leaving again.
***
The next several weeks pass without much of note happening. New leadership has been put in place, but the mystery of what happened to Governor Heh Shan-Bao (and his manor, for that matter), missing since the first day of summer, continues to perplex. And the curse remains unchanged, preventing anybody from leaving the area around Willowshore.
On the first day of the third month of summer, Luo Xi Lang of Luo & Laws approaches you, having discovered a document regarding the ownership of the abandoned Cerulean Teahouse. A reading of the document reveals that eccentric aristocrat Qing Mai-Lai wanted to ensure her heirs would have the gumption and devotion needed to continue running the teahouse once she passed away, and set a somewhat dangerous requirement for its inheritance. With no descendants surviving today, ownership of the teahouse will legally transfer to the first person or group that fulfills the document’s requirement: to recover the “two pearls I’ve thrown into Fumeiyoshi’s eyes.”
The two small ponds north of town are known locally as the “Eyes of Fumeiyoshi.” In order to comply with the will’s unusual stipulation, the pearls must be retrieved from these pools. After several diving expeditions to explore the bottoms of the lakes, you successfully find the pearls. Thus, the ownership of the Cerulean Teahouse passes to you.
Summer is beginning to draw to a close. Soon, you will learn what fall will bring...
End book 1! Everybody is now level 4 and gains 1 Hero Point!

Xiung-Lau |

Day 1 Crafting w/ specialty for artistry vs DC 18: 1d20 + 9 + 1 ⇒ (5) + 9 + 1 = 15
The first effort leads to a weak sketch, though Xiung-Lau is able to sell it for 8 cp.
Day 2 Crafting w/ specialty for artistry vs DC 18: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26
He spends 4 days working on a second piece which is better, and which he sells for 2 gp.
Day 7 Crafting w/ specialty for artistry vs DC 18: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
However his third piece is so horrible that it hurts his reputation among the artist community.
He goes back to doing some work based on his knowledge of the Boneyard.
Day 8 Boneyard Lore (Expert) vs DC 18: 1d20 + 11 ⇒ (3) + 11 = 14 -> 8 cp
Day 9 Boneyard Lore (Expert) vs DC 18: 1d20 + 11 ⇒ (6) + 11 = 17 -> 8 cp
Day 10 Boneyard Lore (Expert) vs DC 18: 1d20 + 11 ⇒ (15) + 11 = 26 -> 5 sp
Day 11 Boneyard Lore (Expert) vs DC 18: 1d20 + 11 ⇒ (13) + 11 = 24 -> 5 sp
Day 12 Boneyard Lore (Expert) vs DC 18: 1d20 + 11 ⇒ (12) + 11 = 23 -> 5 sp
Day 13 Boneyard Lore (Expert) vs DC 18: 1d20 + 11 ⇒ (10) + 11 = 21 -> 5 sp
Day 14 Boneyard Lore (Expert) vs DC 18: 1d20 + 11 ⇒ (9) + 11 = 20 -> 5 sp
Day 15 Boneyard Lore (Expert) vs DC 18: 1d20 + 11 ⇒ (1) + 11 = 12
After about a week, though, the local Pharasma clergy get annoyed with him and tell the local folks to steer clear of him.
After earning a total of 4 gp, 7 sp, and 4 cp, he decides to spend some time on crafting potions in his new cauldron.
Crafting (trained) vs DC 15 for Level 1 task: 1d20 + 9 ⇒ (6) + 9 = 15
After successfully prepping he spends the next 12 days crafting 4 potions of acid retaliation for a cost of 10 gp.
Xiung-Lau has a somewhat depressing few weeks. Though he creates one nice painting that sells well, his next effort gets the local art community irritated at him. He then spends a week cutting in on the business of the local Pharasma clergy, and gets shut down by them.
After almost two weeks of him spending an inordinate amount of time with his walking cauldron, he brings each of you a vial and gives you a gift. "It is a minor potion of acid retaliation. But a little thing, of course. Use with care ... very useful against trolls, not so useful against oozes."

Kwan Tai |

Kwan Tai continues in his labors at the smithy. It takes him a bit to get back into the full swing of things, but the task of arming his new home is an important one, and he gives it his all.
Crafting: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Crafting: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21 I'll stick with that roll for the rest of the task
Tai's eyebrows shoot up at Xiung-Lau's gift. "Farsighted of you. It's far better to be prepared than to be left scrambling for a torch when the wrong creature threatens."

DM Brainiac |

Act 2: Let the Leaves Fall
Part 1: Turning of the Seasons
It is the first day of fall in Willowshore, and as the leaves begin to turn, the summer rains are replaced by crisp autumn breezes, yet the end of the unusually rainy summer and the defeat of the monsters that had menaced the region bring the townsfolk little comfort. As the days march forward, one thing has become clear: if the people of Willowshore are to survive the coming winter, food must be stored and reinforcements must be made so that the townsfolk can survive the seasonal storms to come.
While the locals can continue to stockpile firewood, pickle and ferment food for long-term storage, fortify structures against the cold, and store grain for safekeeping, there’s only so much they can do on their own without aid and without inspiration. Fortunately for Willowshore, the townsfolk aren’t alone in this plight—they have a band of heroes at their side to help prepare them for the worst!
***
This morning, the town elders sent a message, inviting you to meet at the Willowshore Trade Office to discuss the town’s immediate future. When you arrive, you are greeted by Granny Hu, Old Matsuki, captain of the town guard Zheng Peng, and Nadoya Sanmi, the merchant you rescued from gremlins last season.
Granny Hu pours tea for everybody as you exchange pleasantries. Soon, she gets to business. "We want to thank you once again for everything you've done to help Willowshore so far. But the work has only begun. We must continue to research the nature of the curse afflicting the town, but right now it’s more important to make sure that Willowshore is ready for winter. The town has only three months before food and shelter will become its most important resources."
In light of this need, the gathered dignitaries ask you to help in three specific ways:
• Townsfolk Morale: Old Matsuki observes that the townsfolk are growing worried and fearful of the future, so whatever you can do to keep spirits high and spread hope will be appreciated. An excellent way to do so would be to rebuild and reopen the Cerulean Teahouse to the public as a traditional place to relax and gather, but taking part in the festivities for First Long Night on the 22nd day of the month might be an even better way to keep spirits high. Beyond these options, you should be ready to provide help and aid to the townsfolk as needed in order to improve morale.
• Food Stores: Nadoya Sanmi notes that as long as the people of Willowshore remain trapped in the curse, food stores are important to build. She can suggest several activities you can pursue to help Willowshore prepare for winter but remains very concerned by the simple fact that Willowshore has always relied on trade to supplement its food supplies, and without that option available, the town’s farmers and hunters are going to be hard-pressed to meet the upcoming demand.
• Storm Preparation: Zheng Peng tells you that he has asked the town guard to help with repair work and storm-proofing of buildings, but he would be grateful if you can help in other ways to ensure Willowshore is ready for the coming winter. While the summer’s rainstorms were excessive, they’re still nothing compared to the powerful winds, thunder and lightning, torrential downpours, and even periodic snowstorms that Willowshore expects to face in the coming months.
Granny Hu wraps up the meeting by saying that anything you can learn about the curse afflicting the town will help. If you can determine any clues as to how to lift the curse, she wants to hear about such information as soon as possible—but not at the expense of the three more immediate concerns above. With the ledger you recovered from the faceless priestess Zoudou at the end of the previous adventure, you’ve got an excellent lead on where to go next, but interpreting Zoudou’s notes will take time and work. Granny Hu suggests three individuals in particular who might be able to assist: the herbalist You So-Jin at Graveside Manners (who has lived in Willowshore longer than anyone else and might have insights others have missed), the wizard Igawa Jubei at Mother’s Coil (where the largest amount of old texts in Willowshore are stored), and Great Willow (the kodama who dwells north of town).
The meeting adjourns soon thereafter, allowing you to begin the work of preparing for winter as you see fit...
In order to prepare for winter, the PCs must work to accumulate three different categories of Victory Points, referred to in this adventure as Preparation Points: Hope Points represent the townsfolk’s attitude and morale, Food Points track Willowshore’s food stores, and Security Points track the town’s infrastructure and supplies for enduring the winter. The amount of points the PCs accumulate during this adventure for these categories will determine how Willowshore endures the events to come in the next adventure.
At the same time, the PCs can research the curse afflicting the town as they work to learn more about the situation they all find themselves in. All of the methods by which the PCs can accumulate these three categories of Victory Points play out as special downtime activities that have the preparation trait.
Downtime in this adventure is measured in weeks, with up to four individual PCs being able to attempt one preparation downtime activity each week. A PC can also pursue one additional non-preparation downtime activity each week if they wish, choosing from standard downtime activities like Craft, Earn Income, or Retraining as well as attempting Research checks to research the curse.
As the PCs prepare, they’ll also face weekly events that they’ll need to take part in. In particular, the festival of First Long Night will take place at the end of week three.

DM Brainiac |

Bolstering Hope: To bolster the town’s hope, the PCs accumulate Hope Points. The most common way the PCs will be able to do so is during the town events, but they can further build up hope by restoring the Cerulean Teahouse to working order.
The Cerulean Teahouse still stands, but it was in rough shape after months of neglect even before it became the personal domain of a hedonistic monster during the first days of summer. Today, the place is in need of repair, refurbishing, and renewal before it can once again open its doors to the general public. The teahouse’s sign has weathered and is barely visible, water leaks in through the doors and holes in the walls and roof when it rains, and a cold draft chills the bones in the evenings. Still, the building’s core is sound, and once repaired, the teahouse can serve well as a base of operations in addition to bringing back a beloved local business.
When you return to the teahouse to assess how best to repair it, you spot a small white, leopard-spotted cat lounging on the porch. This is Yami! The teahouse’s previous owner, Qing Mai-Lai, found the cat as a kitten, curled up in the cooling embers of a campfire while she was walking through the village. Thinking the cat was black, she named it Yami, but upon giving it a proper cleaning, the cat turned out to be a light cream with brown leopard patterns. The name Yami stuck, and the cat became one of Mai-Lai’s most loyal companions, watching over the teahouse from the shadows while occasionally warming the laps of guests. She must have gone into hiding during the summer, but now she has returned to the teahouse.
The following downtime activities can be pursued to restore the Cerulean Teahouse.
REPAIR AND RESTORE
DOWNTIME MANIPULATE PREPARATION
You spend the week cleaning, repairing, and restoring the Cerulean Teahouse. Attempt a DC 19 Crafting, DC 21 Architecture or Labor Lore, or DC 24 Athletics check. If you expend 10 gp on resources to help, increase the result of your check by one degree of success. Once the PCs earn a total of 5 Restoration Points, the Cerulean Teahouse is fully restored; they earn 80 XP and 1 Reputation Point with both factions.
Critical Success: You make excellent progress, and the PCs gain 2 Restoration Points.
Success: You make normal progress, and the PCs gain 1 Restoration Point.
Failure: You fail to make any progress.
Critical Failure: Setback! You’ve accidentally damaged the building, and the PCs lose 1 Restoration Point.
BEFRIEND YAMI
CONCENTRATE DOWNTIME PREPARATION
Yami is initially wary of the PCs and doesn’t allow anyone to approach at first. A PC can attempt a DC 14 Nature check to befriend Yami. Once a PC achieves a Critical Success at Befriending Yami, this preparation activity can no longer be attempted.
Critical Success: Yami takes a liking to the entire party, but particularly to the PC who rolled this critical success. No further rolls can be attempted to Befriend Yami. At the end of each week, the PC who Yami particularly likes should attempt a DC 11 flat check; on a success, Yami brings that PC a gift (roll on the “Yami’s Gifts” table below). The PCs earn 80 XP and 1 Hope Point.
Success: Yami takes a liking to the party and allows people to pet her and hold her, but she remains randomly standoffish.
Failure: Yami remains wary but isn’t chased off.
Critical Failure: Yami hisses and runs into the wild for several days; you can’t attempt to Befriend Yami for the rest of this week or the next week.
***
Gathering Food: To prepare Willowshore’s food stores for winter, the PCs accumulate Food Points. Nadoya Sanmi runs Treesparrow’s Rest in downtown Willowshore, a sort of grocery store that specializes in dry goods, preserved food, and alcohol. Due to Nadoya’s extensive knowledge of food preservation, the town elder has recruited her to aid in organizing the town’s food storage efforts. She advises the PCs that the best way they can help to gather food for winter is to pursue the Aid Harvest and Aid Hunt downtime activities
AID HARVEST
DOWNTIME MANIPULATE MOVE PREPARATION
You spend the week helping farmers to harvest grain, rice, fruits, and vegetables, either by working in the fields, providing logistical expertise, or offering insights from your knowledge of the natural world. To Aid Harvest, attempt a DC 17 Farming Lore, DC 19 Athletics, or DC 21 Nature check.
Critical Success: Not only is this week’s harvest wildly successful, but supplemental foraging from the nearby wilds brought in even more food. The party gains 2 Food Points.
Success: The crop harvest is a success, with a fair amount of surplus gathered. The party gains 1 Food Point.
Failure: The crop yield is unimpressive; it’s enough to help feed folks in the short term, but not enough to set aside anything for stores.
Critical Failure: Disaster! The crop was infested with pests, riddled with fungus, or simply became spoiled. The party loses 1 Food Point.
AID HUNT
CONCENTRATE DOWNTIME MOVE PREPARATION
You spend the week helping hunters and fishers to stalk game, check traps, and catch fish, either by using your skill at woodland survival, providing expert advice, or simply by lending your knowledge of the natural world. Attempt a DC 17 Fishing or Hunting Lore, DC 19 Survival, or DC 21 Nature check.
Critical Success: You gather an impressive amount of food while not overhunting the area. The party gains 2 Food Points.
Success: You catch and secure a fair amount of game and fish, but the area’s bounty becomes scarce; no one can Aid Hunt for the rest of the week. The party gains 1 Food Point.
Failure: You find only a few animals and catch a few fish; it’s enough to supplement food for the week, but not enough to build up the town stores.
Critical Failure: Your attempt to hunt and fish ends in disaster, with poorly managed hunts and overfishing overtaxing the ecosystem—and even worse, some of the fish and game previously gathered is revealed to be infected or spoiled and must be destroyed. No one can Aid Hunt for the rest of the week. The party loses 1 Food Point.
***
Increasing Security: To prepare Willowshore’s buildings and roads for winter, the PCs accumulate Security Points. Zheng Peng is Willowshore’s captain of the town guard, a man the PCs likely rescued from his own jail in the previous adventure. That experience continues to be a source of humility for Zheng Peng, so he’s eager to focus on the future rather than to dwell on the past. With his knowledge of defensive measures and his influence over Willowshore’s militia, the town elder has recruited him to lead the efforts at preparing the town and its people for a winter without reinforcement. He advises the PCs that the best way they can help prepare for winter is to pursue the Aid Townsfolk and Reinforce Buildings downtime activities.
AID TOWNSFOLK
DOWNTIME PREPARATION
You spend the week helping the people of Willowshore prepare for winter. This could entail physical labor, such as chopping wood to build up the town’s supply of firewood or helping to harvest dead trees or branches to prevent deadfalls. Alternately, you could work to keep the town’s workers’ spirits up by providing entertainment or helping them to relax after a hard day’s work. Finally, you can draw upon your knowledge of Willowshore and its history to remind folks what has and hasn’t worked well in previous winters. To Aid Townsfolk, attempt a DC 17 Athletics, DC 19 Willowshore Lore, or DC 21 Performance check.
Critical Success: You’ve really helped to bolster the town’s spirits, and the citizens find your aid to be as inspiring as it is helpful. The party gains 2 Security Points. You can choose instead to gain 1 Security Point and 1 Hope Point.
Success: Your assistance helps the townsfolk accomplish more than they could’ve on their own. The party gains 1 Security Point.
Failure: The work proves to be more complicated, difficult, and tiring than expected. The party gains no Security Points.
Critical Failure: An unforeseen setback or accident undoes a lot of the work, potentially damaging townsfolk morale. The party loses 1 Security Point. If this is the first time a critical failure was rolled for Aid Townsfolk this week, the party also loses 1 Hope Point.
REINFORCE BUILDINGS
DOWNTIME PREPARATION
You spend the week lending your labors to the efforts to repair and reinforce buildings to prepare for the upcoming winter. Alternately, you could lend your skill at crafting to help direct those efforts or to handle delicate repairs or improvements. Finally, you could use your knowledge to come up with solutions to bolster the town’s infrastructure or to suggest unexplored methods of winter preparation. To Reinforce Buildings, attempt a DC 17 Architecture or Engineering Lore, DC 19 Crafting, or DC 21 Athletics check.
Critical Success: The work went better than you expected! The party gains 2 Security Points.
Success: Work proceeds on schedule without any accidents or setbacks. The party gains 1 Security Point.
Failure: While reinforcements continue, the work has revealed underlying and unexpected damage or other unanticipated repair needs. The party gains no Security Points.
Critical Failure: An accident hinders progress, be it a collapsing roof, a twisted ankle, or a painful mistake with a tool. The party loses 1 Security point from the damage caused by the accident, and the character who attempted this check must now attempt a DC 20 Fortitude saving throw to avoid becoming enfeebled 1 or clumsy 1 for 1 week (or until the condition is healed magically); the PC chooses which affliction they gain. If the Fortitude save is a critical failure, the PC gains both conditions.
***
Researching the Curse: In the previous adventure, the PCs explored Willowshore’s hinterlands, made contacts with supernatural allies, and heard the name “Kugaptee.” They also had firsthand experience with the strange boundary that now contains the region and the more disturbing Wall of Ghosts that looms to the west of town. These discoveries posed more questions than answers, but as fall begins, the PCs have enough information to begin properly researching the nature of the strange curse that afflicts them all.
To investigate the curse and determine what steps can be taken to lift it, or at least learn how to lift it, the PCs must spend downtime investigating the topic, making use of the Research rules detailed on pages 154–155 of the Gamemastery Guide. Normally, Research resolves in exploration mode, but for this more obscure and hard to understand topic, the PCs must use downtime to seek answers. A PC who attempts to Research the curse takes a week of downtime (but as it doesn’t have the preparation trait, a PC can Research simultaneously to any preparation downtime activity they attempt).
Willowshore has three important resources that the PCs can work with to research the curse (You So-Jin of Graveside Manners, Igawa Jubei of Mother’s Coil, and the kodama Great Willow), or they can go at it alone if they’re skilled in magical knowledge.
THE WILLOWSHORE CURSE RESEARCH 4
You So-Jin: You spend the week talking with You So-Jin about Willowshore’s history and discover things that many locals have forgotten; Maximum RP 2
Research Checks DC 17 Willowshore Lore or DC 19 Diplomacy
Igawa Jubei: You spend the week investigating with the aid of Igawa Jubei at Mother’s Coil, speaking with her or sifting through her collection of books; Maximum RP 2
Research Checks DC 17 Library Lore or DC 19 Arcana
Great Willow: The strange spiritual guardian of the towering willow tree north of town helped to determine the extent of the curse in the previous adventure. You spend the week making several trips to and from Great Willow to gain further insight into the curse; Maximum RP 2
Research Checks DC 19 Nature
Solo Investigations: You spend the week researching the nature of curses in general on your own, either using your own collection of tomes and reference materials or libraries held by others in town; Maximum RP 3
Research Checks DC 17 Sangpotshi Lore or DC 19 Occultism
Studying Zoudou’s Notes: If you can read Abyssal and Aklo, you can study Zoudou’s notes on your own to learn what the noppera-bo discovered about the Wall of Ghosts; Maximum RP 3
Research Checks DC 17 Academia Lore or DC 19 Religion

Xiung-Lau |

Week 1 Downtime Activity
Xiung-Lau seems enthusiastic about the idea of restoring the teahouse.
Crafting: 1d20 + 10 ⇒ (1) + 10 = 11 Assuming artistry doesn't apply here to give me a bonus. I am spending 10 gp to increase success.
The "Befriend Yami" action doesn't say it takes a full week on its own, so I'm guessing it's something that can be done while you're working at rebuilding the teahouse. Just ignore the next roll if it's a completely stand-alone action ... I don't think spending a week just playing with the cat makes sense.
Nature: 1d20 + 8 ⇒ (6) + 8 = 14
Yikes, this dicebot does not like me ...
Unfortunately, his enthusiasm results in sloppy work on the Teahouse, and he nearly takes out a load-bearing wall. Fortunately, he paid for some additional bracing that keeps it from collapsing. "Perhaps I would do better to study curses in isolation than to work on a project such as this ..." he says, trying to console himself with the cat, who appears to deem his presence as mildly enjoyable.
I believe the 10 gp takes my critical failure up to just a normal failure.
Also, just to confirm: You can't use Hero Points on downtime rolls right? Because, if so, I'd try to re-roll that Crafting check.

Kwan Tai |

Researching with You So-Jin
Diplomacy: 1d20 + 8 ⇒ (4) + 8 = 12
Kwan Tai has never been wholly comfortable with You So-Jin, their shared path to Willowshore after the collapse of their former lives only making the herbalist a painful reminder rather than a comrade in arms. His discomfort is plain, and his questions too blunt to entice her to dig back through her long memory.
Aid Townsfolk
Athletics: 1d20 + 12 ⇒ (1) + 12 = 13
Hero Point: 1d20 + 12 ⇒ (15) + 12 = 27 I'll split the reward - 1 Security, 1 Hope
As if to make up for his greater failures, Kwan Tai sets himself tirelessly to preparing his neighbors for the hard times to come. From dawn till dusk he toils, chopping wood for fuel and materials, tearing from the ground the dead and dying trees that would one day be a threat to the homes they stretched out above.

Xiung-Lau |

Hero Point Crafting re-roll: 1d20 + 10 ⇒ (12) + 10 = 22
The braces not only hold the wall up, but fortified by his near mistake, he takes greater care in restoring the teahouse over the week.
2 Restoration Points on the teahouse

Li Jie Qiang |

Cerulean Teahouse.
REPAIR AND RESTORE
DOWNTIME MANIPULATE PREPARATION
The Alchemist happily takes out his hammer!
Crafting(E) DC 19: 1d20 + 12 ⇒ (18) + 12 = 30
The Nagaji seems to be enjoying his week.

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Hooli throws herself into the Cerulean Teahouse, using the skills she learned growing up at the Thrice‑Blessed Brothel. Though her tendency toward pranks often offsets much of the gains, and she spends more time playing with Yami, who quickly takes to her. She practices with her various new blades, finding her magic skills atrophying a little as she realizes she had all but stopped using them.
Nature (trained): 1d20 + 7 ⇒ (17) + 7 = 24 Crit success!
Will retrain for my personal downtime, since I'm rebuilding Hooli with the remaster.

Xiung-Lau |
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In the evening of the first week, Xiung-Lau studies tomes to try to understand more about the nature of the curse.
Solo Investigations: You spend the week researching the nature of curses in general on your own, either using your own collection of tomes and reference materials or libraries held by others in town; Maximum RP 3
Research Checks DC 17 Sangpotshi Lore or DC 19 Occultism
I'm going to cross my fingers that "Curse Lore" would work here ...
Curse Lore: 1d20 + 12 ⇒ (11) + 12 = 23
Do we need to wait for an event to transpire, or move on to the second week?

DM Brainiac |

Xiung-Lau's kind treatment of Yami gets the wary cat to let down her guard a bit. However, Hooli's attentions really cause the feline to take a liking to her.
Xiung-Lau and Li Jie work together to start getting the Cerulean Teahouse back in order. Meanwhile, Kwan Tai helps the townsfolk prepare for winter. The hobgoblin is unable to make progress researching the curse with You So-Jin, but Xiung-Lau starts to make headway with his personal investigations.
3 Preparation Points, 1 Hope Point, 1 Security Point, 1 RP gained.
***
Yami's Gift DC 11: 1d20 ⇒ 111d8 ⇒ 6
At the end of the week, Yami approaches Hooli with a pair of glasses in her mouth. She lays them at the kistune's feet, tail swishing happily.
The glasses are a pair of glasses of sociability.
***
As you are going about your preparations, a young boy shyly approaches you. He introduces himself as Minwhan and explains that he has been taking care of an injured fox in the forest. Yesterday, he went to visit the fox only to discover to his dismay that the fox had abandoned the makeshift shelter he had built for it. Dejected, he returned home, and that night, he dreamed of a white fox touching its nose to his head. Minhwan woke with the conviction that the fox was a messenger of the goddess Daikitsu telling him he had done a good job protecting the injured fox.
Minwhan asks what gift he should offer to Daikitsu (something that doesn't cost a lot of money, he's quick to add). He offers to do you a favor if you help him pick out a good offering.
Worshippers of Daikitsu increase their result by one degree of success.

Xiung-Lau |

Religion: 1d20 + 8 ⇒ (8) + 8 = 16
Xiung-Lau nods to the boy. "Yes, this seems a reasonable interpretation, and a good approach. A simple but tasty food should suffice. Perhaps some inarizushi? Leave it at the Nine Ear Shrine in town, and that should please the goddess." He will help the boy find affordable inarizushi if he seems uncertain or hesitant.

Kwan Tai |

"Good. If the goddess is reaching out to you, then you should be the one to propitiate her. Despite her occasional frivolity, we will all need rice."

Xiung-Lau |

Xiung-Lau continues to work on the Teahouse.
Crafting vs. DC 19: 1d20 + 10 ⇒ (14) + 10 = 24
Since I spent 10 gp on the first check, the re-roll was a crit, and Li Jie got a crit, so this brings us to 5 Restoration Points, right?
In the evenings, he continues his personal investigations about the nature of the curse.
Curse Lore: 1d20 + 12 ⇒ (10) + 12 = 22

Li Jie Qiang |

DOWNTIME PREPARATION
You spend the week helping the people of Willowshore prepare for winter. This could entail physical labor, such as chopping wood to build up the town’s supply of firewood or helping to harvest dead trees or branches to prevent deadfalls. Alternately, you could work to keep the town’s workers’ spirits up by providing entertainment or helping them to relax after a hard day’s work. Finally, you can draw upon your knowledge of Willowshore and its history to remind folks what has and hasn’t worked well in previous winters. To Aid Townsfolk, attempt a DC 17 Athletics, DC 19 Willowshore Lore, or DC 21 Performance check.
Critical Success: You’ve really helped to bolster the town’s spirits, and the citizens find your aid to be as inspiring as it is helpful. The party gains 2 Security Points. You can choose instead to gain 1 Security Point and 1 Hope Point.
Success: Your assistance helps the townsfolk accomplish more than they could’ve on their own. The party gains 1 Security Point.
Failure: The work proves to be more complicated, difficult, and tiring than expected. The party gains no Security Points.
Critical Failure: An unforeseen setback or accident undoes a lot of the work, potentially damaging townsfolk morale. The party loses 1 Security Point. If this is the first time a critical failure was rolled for Aid Townsfolk this week, the party also loses 1 Hope Point.
Li Jie happily lugs limber about, laying brick and enjoying the physical therapy. Throughout the day, the Alchemist uses his Versatile Vials to continuously be under a Bestial Mutagen!
Athletics(T) DC 17: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24

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Content that she's ensured the tea house is in good operating condition (Xiung-Lau can certainly take care of the last little bits it needs), Hooli seeks out You So-Jin to see what more she might be able to learn about in terms of the curse.
Lore (Willowshore) (trained): 1d20 + 6 ⇒ (7) + 6 = 13
That would fail ... BUT Background: Outgoing Foundling: Once per week when you attempt a skill check to resolve a downtime activity that could benefit Willowshore (several of these activities are detailed in the adventures, and your GM can always make the call if another activity would qualify) and you fail that check, you instead succeed at the check, or if you critically fail at that check, you instead simply fail that check.

Kwan Tai |

Researching with You So-Jin (Diplomacy): 1d20 + 8 + 1 ⇒ (9) + 8 + 1 = 18
Kwan Tai continues sharing tea with You So-Jin, but is unable to breach her barriers of polite mistrust.
Aid Harvest: Athletics: 1d20 + 12 ⇒ (14) + 12 = 26 1 Food
Throwing himself into his work, he sets aside his expertise as a smith and instead spends time bringing in the harvest, his squatly powerful build moving through the fields from sun up to well past sundown.

DM Brainiac |

Kwan Tai and Lie Jie help the townsfolk prepare while Xiung-Lau finishes fixing up the teahouse!
+1 Food Point, +1 Security Point. Once the Cerulean Teahouse is rebuilt and restored, the PCs must secure tea ware if they wish to actually perform tea parties or host events, as what supplies remain in the building are in ruins. Tea ware can be purchased in town as a set of artisan’s tools (4 gp) or as a set of sterling artisan’s tools (50 gp) from Leshy’s Salon. The item bonus granted from sterling artisan’s tools in this case applies to all checks to Host Ceremony and to Craft magic tea. Talented PCs might elect to Craft their own tea ware, of course!
The following Downtime Activity is available to you once you have acquired tea ware:
You spend the week preparing to host a tea ceremony for paying customers, then perform the ceremony for attendees on the last day of the workweek, providing them with tea, light snacks, and scintillating conversation. Spend 10 gp on supplies. If, instead, you spend 100 gp on supplies, treat a failure as a success. Attempt a DC 19 Performance check or a DC 21 Society check.
Critical Success: The ceremony is an overwhelming success! You make a bit of money and earn 15 gp. The party gains 2 Hope Points.
Success: The tea ceremony is a success! The party gains 1 Hope Point.
Failure: The tea ceremony was disappointing. If another PC attempts to Host Ceremony this week, that attempt suffers a –1 circumstance penalty.
Critical Failure: The ceremony was a disaster. No one can Host Ceremony again this week, and any attempt to Host Ceremony next week suffers a –1 circumstance penalty to the check. The party loses 1 Hope Point.
***
While Kwan Tai makes no headway with You So-Jin, Hooli is able to do so. Combined with Xiung-Lau's solo investigations, you manage to learn a bit about Willowshore's curse.
The curse borders to the north, south, and east are subtle and hard to interact with without stepping directly through them, whereas to the west, the Wall of Ghosts is a visible barrier with recognizable spiritual elements—as such, it’s likely an easier barrier to attempt to remove. Further, the ruins of the Tan Sugi monastery lie beyond this wall, and if this site can still be reached, the lore and libraries within will be invaluable in learning more about the curse itself. Construction on the Tan Sugi monastery began back in 7020, the same year Willowshore was founded, but the monastery was abandoned in 7062, and much of its lore was lost or forgotten.
Remaining Research Avenues: You So-Jin (1 RP, DC 17 Willowshore Lore or DC 19 Diplomacy), Igawa Jubei (2 RP, DC 17 Library Lore or DC 19 Arcana); Great Willow (2 RP, DC 19 Nature); Solo Investigations (1 RP, DC 17 Curse or Sangpotshi Lore or DC 19 Occultism); Studying Zoudou's Notes (2 RP, Dc 17 Academia Lore or DC 19 Religion)
***
Yami's Gift DC 11: 1d20 ⇒ 6
At the end of the week, a nervous-looking man approaches you. He introduces himself as Matsu and explains that he has a problem that needs true heroes, but he seems wary about saying more. Eventually, he reveals his problem—a nest of vipers has taken up residence in the pit of his outhouse, and he narrowly escaped a slow and painful death after he was nearly bitten while conducting his business inside. Blushing and stammering, Matsu you to get rid of the viper swarm and offers 2 gp and an invitation to dinner if you can help.