
GM Farmagnuðr |

Since the group already found out, that the silver cube is trapped, you will open the red lacquered chest. Glowing amber runes on the solid metal plate surrounding the gaping keyhole pulse heavily as you put the key into it. As you turn the key, it opens.
Perception Karthacus: 1d20 + 1 ⇒ (9) + 1 = 10
Perception Mira: 1d20 + 5 ⇒ (19) + 5 = 24
Perception Onvyr: 1d20 + 8 ⇒ (1) + 8 = 9
Perception Buliwyf: 1d20 + 7 ⇒ (9) + 7 = 16
Perception Caradeum: 1d20 + 8 ⇒ (20) + 8 = 28
The red lacquered chest holds a key forged into the end of a jeweled scepter. You can make an appraise check.

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Appraise: 1d20 + 1 ⇒ (3) + 1 = 4
Oh look, another key above us. Maybe I can shoot it down? Let me try. Otherwise, someone could lift me up and I will try to get it.
Crossbow(AS+PBS): 1d20 + 6 ⇒ (3) + 6 = 9
Damage: 1d6 + 2 ⇒ (3) + 2 = 5
If the first bolt doesn´t hit, I´ll shoot another one.
Crossbow(AS+PBS): 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

GM Farmagnuðr |

Mira´s first shot misses, but the second hits the key, severing the string it is attached too, sending it flying along. Just in this moment, a lucent hand appears and grabs the key, putting it into Caradeum´s hand.
You now have three keys, the jeweled key, the scepter key and the small golden key you just received. There is still the steel-cube, which you know to be trapped. perhaps one of the keys might fit into the door as well.

GM Farmagnuðr |

Buliwyf: 1d20 + 0 ⇒ (5) + 0 = 5
Karthacus: 1d20 + 3 ⇒ (9) + 3 = 12
Duration: 3d20 ⇒ (13, 18, 8) = 39
While Karthacus and Caradeum seem unaffected, Onvyrs and Buliwyfs skin takes on the blue hue of the cloud, but while the cloud vanishes immediately, your skin stays blue.
At least for 39 minutes.
In the chest you find the map of the Salhar burial vaults beneath Sothis and a wand. You are clever enough as a group to figure out, that the key on the scepter fits into the exit door and open it.
Outside you meet the servant again, who seems impatient. He remarks that you barely made the test in the intended time and that he was just about to open the door and declare the test for failed. He then takes out a notebook and writes down the names of Buliwyf and Onvyr because their skin turned blue. Asking after Amenopheus you are told he has left for the day, perhaps you should try back tomorrow. You may keep what you found though, except all keys, which the servant insists on getting back.
Time for the next duty on your list.

GM Farmagnuðr |

Arriving at Paracountess Zarta Dralneen’s townhouse in the Ivy District you come upon a magnificent gothic structure three stories in height. The ebon lacquered double doors wrought with gleaming silver fixtures greet you, 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 you as if expected. If questioned, the servant remains quiet, only responding when pressed, and then with only a few simple words: “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 you.
Aldor, you are dismissed. Close the door behind you and attend to your other tasks. She then turns her attention to the group.
Your blue skin tells me you are coming from Amenopheus and one of his stupid tests. It’s always so incredibly adorable when I see a freshfaced 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 at Karthacus. 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.
The “trinket” Ambrus Valsin sent you to retrieve is a seven-lock iron case. Zarta tells you about the box and its locks and seals, explaining she was trying to bypass the protections. She advises not trying to tamper with the case when bringing it back to the Grand Lodge, but never admits to what the case contains. She tells you the box is magically warded with abjuration magic intermingled with strong evocation magic, in addition to the seven masterwork locks. Zarta claims
to know nothing about the box aside from it having a connection with devils and Hell.
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. If asked about the neighboring ruckus, 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. You might need this to get it to submit, she offers with a sly grin.
You receive a silver dagger.

GM Farmagnuðr |

Perception Karthacus: 1d20 + 1 ⇒ (4) + 1 = 5
Perception Mira: 1d20 + 5 ⇒ (1) + 5 = 6
Perception Onvyr: 1d20 + 8 ⇒ (10) + 8 = 18
Perception Buliwyf: 1d20 + 7 ⇒ (16) + 7 = 23
Perception Caradeum: 1d20 + 8 ⇒ (6) + 8 = 14
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 Kreuvus is enraged and totally out of control. The creature throws the box around the room. Though dented, the case doesn’t look like it will be opening anytime soon.
In addition to the silvered cat-o’-nine-tails Zarta gave the group, a silver-tipped riding crop lies on the table in the southwest corner, just inside the door.

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Buliwyf! I am sure we could have arranged something else without relying on force once again. But oh well, I do know you are not a man of many words. So be it, lets subdue this cute little creature!
Of course he has to kill it with his axe. I wonder if all those nothmen have such anger issues.
Ini: 1d20 + 6 ⇒ (10) + 6 = 16
Miras starts to give out comments about the movements of her companions, as if to compel them to do the most dramatic postures possible.
Standard action Bardic Music, move action to the door

GM Farmagnuðr |

Karthacus: 1d20 + 2 ⇒ (2) + 2 = 4
Mira: 16 = 16
Onvyr: 1d20 + 1 ⇒ (1) + 1 = 2
Buliwyf: 1d20 + 2 ⇒ (10) + 2 = 12
Caradeum: 1d20 + 5 ⇒ (16) + 5 = 21
Imp: 1d20 + 3 ⇒ (11) + 3 = 14
You can moce yourself on the Map
Buliwyf is able to hit the imp, not harming him as much as he thought he should. Still the imp feels the axe blow and shrugs back. Mira has time to start a performance just before the imp lashes back with his tail.
1d20 + 8 ⇒ (16) + 8 = 241d4 ⇒ 2 + poison DC 13; frequency 1/
round for 6 rounds; effect 1d2 Dex; cure 1 save.
Initiative: Imp, Buliwyf, Mira, Caradeum, Onvyr, Karthacus. Post freely, actions take effect on your turn.
Also for the blue ones among you....

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Mira draws her crossbow, shouting angrily at Buliwyf:
Move! Your fat ass makes aiming impossible!
In case Buliwyf moves away, so Mira can get a clear shot, she fires her crossbow at the imp.
Crossbow(AS+PBS+BM-Melee): 1d20 + 6 + 1 - 4 ⇒ (2) + 6 + 1 - 4 = 5
Damage: 1d6 + 2 + 1 ⇒ (6) + 2 + 1 = 9

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Onvyr watches his companions engage the unnatural creature. He himself stands there, miserable and blue.
With a sigh he hefts his quarterstaff and waits for Miss Mira to shoot, then he will charge the hellspawned mockery of nature.
charge attack: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

GM Farmagnuðr |

While having a big mouth at the small halfling, the viking swings his axe through the air missing by at least 3 feet. The imp laughs at him: Hahaha, did you come here to dance for my entertainment? What is that? The axe dance of the ugly?
This will take place in the next round, after Caradeum and Karthacus and all others acted in initiative.

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Sorry, traveling this weekend.
Caradeum sends an arcane bolt of energy at the imp.
Ranged Touch Attack: 1d20 + 3 ⇒ (1) + 3 = 4
Damage: 1d4 + 1 ⇒ (4) + 1 = 5

GM Farmagnuðr |

Buliwyf has still a fortidute check to do and takes 2 damage.
The imp laughs at your puny tries to hit him, telling you a lot of stuff about your mothers, sisters, brothers, fathers, your genitalia, some animals and much more which is truly amazing is both its creativity and profanity. He then suddenly vanishs out of sight.

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Dagger? Me? That´s no dagger for me halfwit, it´s a damn shortsword. YOU use it, your axe is doing no good! Or use that silver crop over there!
Mira reloads her Crossbow, waiting for the imp to return.
Swift Action Arcane Strike, Move Action reload, Ready Action to shoot the imp if he is visible again
Crossbow(AS+PBS+BM), -maybe melee or cover: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

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Caradeum either tell me the field directly please or make a perception check.
Caradeum throws the bag of powder near Buliwyf and Onvyr, where the imp was last.
Ranged Throw against AC5: 1d20 + 3 ⇒ (16) + 3 = 19

GM Farmagnuðr |

The imp was last standing or better flying in Buliwyfs field, attacking him. That´s where Caradeum throws the powder, cloaking the son of man in it from head to toe.
Hahahaha you stupid nut! Look at him now, blue and white! you hear as the imp pops out of nowhere just over the bed. He then continues busying himself with the box.
You are so lucky this imp already used his suggestion....Would have been so funny to have a naked warrior run to Zarta Dralneen because he feels hot hehehe.

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Caradeum curses and muttering arcane phrases, lobs a glob of arcane acid at the imp.
Ranged Touch Attack: 1d20 + 3 ⇒ (12) + 3 = 15
damage: 1d3 ⇒ 2
Someone try to grab him!

GM Farmagnuðr |

The dice generator knows what´s good for you^^
You see that some of you actually hit the imp - besides Buliwyf, who seems more of a danger to himself with the paper knife - but your blows don´t bother the imp. Instead he moves up to Mira.
Look little slaveling, i have something that will make you feel better.
Tail Sting: 1d20 + 8 ⇒ (17) + 8 = 251d4 ⇒ 4
All get an AoO on the imp, Mira might make a Fort save.