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As Malik comes back downstairs he catches the tail end of Stullun's conversation.
"Let me see if I can put that medicine to best effect."
Malik moves over to take the potions and administer them as effectively as possible to heal the worse cases and try and treat the others if possible.

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Lady Baltwin makes no effort to stop you from administering the potions, and even suggests the children most in need.

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Malik returns from administering the potions and nods to Stullen.
"It's done."
He turns his attention back to Lady Baltwin.
"Of course, we'll need to report what we have found, but if your words are true and you truly seek aid I'll be sure the organization at least is made aware of the situation."
With that Malik leaves to join the others who already left the house.

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"Fare well Lady. One who works to aid others deserves the benefit of the doubt. I will request what aid can be given and will stop by to check on your progress in the future. Some of my friends don't realize how much worse it could be for these orphans without the efforts of one such as you."
With that, Stullun departs with his companions to report what was learned.

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I am assuming you head to the last stop here . . .
Arriving at Paracountess Zarta Dralneen’s townhouse in the Ivy District—one of several homes the noblewoman keeps around Absalom—you come upon a magnificent gothic structure three stories in height. The ebon lacquered double doors wrought with gleaming silver fixtures greet the characters, a prickly brass cone hanging from a chain serving as the door chime. Moments after ringing it, a servant in loose casual attire opens the door, greeting the Pathfinders as if expected. The servant remains quiet, explaining, “My mistress will answer any questions you have once we reach her quarters.” Led through well-appointed sitting rooms, ballrooms, and a grand stairway granting a view of an elaborate study, you finally arrive on the third floor of the house, at the door of Zarta’s personal study, which lies beyond her bedroom. Knocking upon the door and announcing his presence, the servant opens the darkly stained wooden door.
A large intricate carpet dominates the marble floor in this sitting room. A chaise sits along the north wall and a desk spans the southeast corner, its chair positioned with its back to the southwest corner of the room. Three comfortable chairs are positioned around a small, low circular table.
Sitting in the chair behind the desk, Paracountess Zarta Dralneen regards you with a wry smile, putting away a few papers before standing to address your group of hopeful Pathfinders.
“Aldor, you are dismissed. Close the door behind you and attend to your other tasks.” She then turns her attention to the group. “It’s always so incredibly adorable when I see a fresh faced batch of Pathfinders. I mean, look at you scrumptious little teacakes. I could eat each and every one of you up. Well, maybe not you.” Zarta points. “I assume this isn’t a pleasure visit since most of you are terribly overdressed for that manner of occasion, so that must mean you are here for that trinket Valsin has been nagging me about. Seems I can’t get that man around these parts anymore,” she gestures, sliding her hand down her body and widening the gesture to sweep out and across the room as if her home were a secondary thought. “On the good side, he always sends me all the precious new recruits.
“Many think we in Cheliax serve and worship devils, but that couldn’t be further from the truth. In fact, we use the creatures for their power. They serve us and we sculpt their power in our own interests. The world must come to terms with the order of things. People need to know their place and operate accordingly. It is the only way to make order from this world. Too many people stretch too far beyond their station, making waves and eroding the true order.”
As the paracountess talks, a cacophony of booms and crashes sounds from beyond the room’s west door. She sometimes pauses at an extended eruption of these noises before continuing with the conversation. Zarta explains, “A servant is greatly misbehaving. You’re going to have to deal with it in order to get the trinket.” She goes over to the desk in her study, opening a drawer and drawing out an exquisite silver letter opener shaped like a dagger treat as a masterwork silver dagger. “You might need this to get it to submit,” she offers with a sly grin.

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Bom, noting the woman was offering silver dagger, pulled out his alchemic silver gladius. Apparently the woman was not concerned with hurting the creature. Looking back at the rest of the group,
"When I bought this blade, the shop keeper told me it was good for devils and lycanthropes. I'm guessing we're up against the former. When everyone is ready, someone with a free hand should open the door."
While the rest prepared, Bom listened to the door for any movement.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25

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Bom looks at Baz, "Got a weapon you want to pull out now?"

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Bazresh taps the bow on his shoulder and the scimitar at his side. I was going to wait to see what we are up against. Before we go in, I would like to put Saranae's blessing on everyone. Baz intones a short prayer and moves around touching each party member at the end of the prayers.
Casts Resistance on everyone who accepts.

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Bom accepts the Resistance
"Stullun, you might want to grab that silver opener and you and I can try to flank whatever it is."

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"So you don't think you will need my little toy? That is fine. I don't insist, I just. . . offer." Zarta smiles coyly, swinging the letter opener too and fro as she slowly lowers it back into the drawer.

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Zarta’s bedroom is decorated in the colors of Cheliax—ebon black and crimson red. Silk, rare woods, and carefully carved marble compose every bit of furniture in the room. Goose down now litters the room, covering almost every surface and the silken shreds of the cushions that contained it lie about like flayed skin . A post on the massive screened bed is snapped in half, collapsed on the bed and drawing the screened curtains into a ripped slope of formerly fine cloth. Vials of perfume and crystal jars of other cosmetics sit smashed on the marble floor around the dresser. A prominent fixture in the room, a large “X” made of stout wood sits along the west wall, complete with leather shackles and chains. A table sits to its left strewn with various items intended for pleasure, but outwardly resembling implements of pain.
The imp is enraged and totally out of control. The creature desperately wants inside the box and throws it around the room hoping to smash the thing open. Though dented, the case doesn’t look like it will be opening anytime soon. Without warning the imp screams, "Kreuvus smash!" and swings the box with all his might into the wall, to little avail.
Please refer the the map, "Zarta’s Townhouse", (found in the Campaign Info tab) and place yourselves as you see fit in the entrance way (the smaller room on the east end of the map, assuming the top is north.)

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Bom nods at Stullun, "Aye."
Turning to the others, "Anyone give us a breakdown on what this thing is and what it can do?"
Init: 1d20 + 2 ⇒ (11) + 2 = 13

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Knowledge Planes is the appropriate skill.
The imp's shape briefly blurs, its shape changing to that of a boar, and he streaks across the room into the bookcase 1d8 + 4 ⇒ (1) + 4 = 5, collapsing a couple shelves, and scatting the shredded remains of several books about the floor.

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It melded with the Imp's form per Polymorph (CRB PP 211-212)
Krevus: 1d20 + 3 ⇒ (7) + 3 = 10
if you beat the imp, feel free to take your actions now

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Bom sees that he and Stullum have the initiative, "Quickly, while the creature is unprepared, circle around behind it. Someone else block it against the wall."
Bom moves to the creature and readies his attack as soon as Stullun swings around behind it to flank.
Stullen while the creature is flat-footed, it cannot make AoO's unless it has Combat Reflexes. You should be able to move all the way behind it and flank with Bom
Readied Gladius attack with Flank vs FF'd Imp: 1d20 + 6 ⇒ (6) + 6 = 12

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Stullun rushes to the far side of the creature, stabbing at it with the masterwork silver dagger while it is still flat-footed.
Attack:: 1d20 + 5 ⇒ (5) + 5 = 10
Damage:: 1d4 - 1 ⇒ (3) - 1 = 2
Sneak Attack:: 1d6 ⇒ 2

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Bom calls out to Baz, "Can you tell us anything about this creature?"
Bom knew inquisitors were usually the ones most knowledgeable about any given monster.
I know you don't have K. planes, just roleplaying

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The majority of your blow connect, but skitter across the imps otherworldly protection, only Kensington's leaves a scratch.
A somewhat surprised look flashes across the imp's porcine features. The pig like demon carefully moves away, and vanishes.
Kensington and Bom, you will both gain an AOO, as well as anyone using a reach weapon (not to be confused with ranged weapons).

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As the creature attempts to escape, Bom swipes.
Attack w Flank: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

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The imp safely makes it away from the group, and promptly turns invisible.

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I think Stullun should get an AoO too since it moved through squares that Stullun threatens and took an action. Just in case:
Attack: 1d20 + 3 ⇒ (12) + 3 = 15
Damage: 1d4 - 1 ⇒ (4) - 1 = 3

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I don't know what I was typing, Everyone but M'Grul, unless he has reach, not ranged, should get an AoO

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Bom is using an alchemic silver weapon. Stullun and I are flanking so Stullun gets +2 on his attack and sneak damage.

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Sorry, traveling today.
Untrained Knowledge: 1d20 + 1 + 3 ⇒ (8) + 1 + 3 = 12
Baz swings his scimitar at the passing imp.
AoO Attack: 1d20 + 1 ⇒ (10) + 1 = 11
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

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I don't know what I was typing, Everyone but M'Grul, unless he has reach, not ranged, should get an AoO
As M'grul is using a long spear he stabs at the disappearing creature.
Longspear 1d20 + 2 ⇒ (18) + 2 = 20 1d8 + 2 ⇒ (1) + 2 = 3

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The Surprise Round (he was ignoring you) completed.
Round 1:
Bazresh Init: 1d20 + 3 ⇒ (19) + 3 = 22
M'grul Init.: 1d20 + 1 ⇒ (4) + 1 = 5
Order, everyone but M'grul, Imp, M'grul.

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Boz? Is that the love child of Bom and Baz?
Bom moves to the area that Stullun indicates and swings his alchemic silver gladius where the rogue points.
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Concealment <51 is a miss: 1d100 ⇒ 81
Confirm Crit: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 3 ⇒ (2) + 3 = 5
if crit confirmms: 1d6 + 3 ⇒ (3) + 3 = 6

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Not my fault, someone has to make the half-breeds. . . err.. I meant Bazresh

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Stullun shouts, "Try and surround it to pin it in this spot!" Stullun moves into flank with Bom, stabbing with the letter opener.
Attack:: 1d20 + 7 ⇒ (4) + 7 = 11
Concealment<51 misses:: 1d100 ⇒ 90
Damage:: 1d4 - 1 ⇒ (4) - 1 = 3
Sneak Attack:: 1d6 ⇒ 1

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"Wait .. wait ... Wait ... WAIT!" withh a clang and a clatter, the wooden box hits the floor in front of you. Seven locks surround the outer parameter, it appears as though each would need to be undone in order to open the box.
“Yes, you’ve bested me, but I don’t wish to leave so soon. Take the blasted box, and tell Mistress Dralneen I deserve what comes my way. She will be happy. She loves the punishing.” The defeated imp nods at the various implements of pain, punishment, and pleasure now scattered about the room before slumping in the corner, whimpering.
You have completed all the tasks set forth in your note. All that remains is to return safely home!

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With a familiar pat on the back to Stullun, Bom grabs the box and hands it to Stullun, "Excellent work friends. Let us depart."

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A throng of people blocks the street ahead. A performance art group commandeers the street, drawing graffiti to create a jolly hellscape complete with illusory devils comically dancing around in circles. A few citizens avoiding the crowd slip off-street through a nearby alley, the only egress past the gathering.

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Foreign Quarter Back Alley map unlocked, please place your figures in the 'PC's Begin Here' box.
Init. Deandre Dulay: 1d20 + 1 ⇒ (4) + 1 = 5
Init. Halli Fosta: 1d20 + 2 ⇒ (11) + 2 = 13
Init. Larkin Waever: 1d20 + 3 ⇒ (10) + 3 = 13
Init. Ledford: 1d20 + 2 ⇒ (16) + 2 = 18
Bazresh: 1d20 + 3 ⇒ (9) + 3 = 12
Bom: 1d20 + 2 ⇒ (14) + 2 = 16
Kensington: 1d20 + 5 ⇒ (18) + 5 = 23
Malik: 1d20 + 3 ⇒ (15) + 3 = 18
M'Grul: 1d20 + 1 ⇒ (3) + 1 = 4
Stullun: 1d20 + 4 ⇒ (13) + 4 = 17
Order:
Kensington, Malik, Ledford, Stullun, Bom, Larkin, Halli, Bazresh, Deandre, M'Grul