
GM Super Zero |

Egorian is the capital city of the devil-worshipping nation of Cheliax, but that doesn’t mean there isn’t whimsy to be found there. While the many buildings situated within Egorian’s newer districts—including several temples to Asmodeus—are topped with gothic towers and iron spikes, the structures in the city’s older sections are less imposing, with simple stone walls and thatched roofs. The quaintest location in these cozy neighborhoods is a locally famous toyshop called The Terrific Toybox. Owned by toy maker Gettorio Galla, the establishment has an interesting secret: the building was constructed atop an underground source of occult magic that occasionally seeps up into the basement workshop and brings Gettorio’s toys to life as poppets!
Like his mother before him and her father before her, Gettorio knows that his creations sometimes come to life, though he doesn’t fully understand the cause. Most of these poppets go out into the larger world to lead full lives, but some remain at The Terrific Toybox as permanent residents. Gettorio is happy to share his home with those he considers his children. In return, the poppets keep the shop clean, run small errands, and even keep watch over the establishment at night.
Not long ago, corrupt banker and diabolic dabbler Baron Falgrimous Vreen discovered The Terrific Toybox’s secret. The greedy man wanted the power for himself and so he exploited a loophole in Egorian’s property laws to acquire the rights to the land the toyshop was built on. In a display of utter contempt, Vreen served Gettorio his eviction notice in person, showing the toy maker the land deed as proof of his legal standing. Little did Vreen realize that several poppets—quite loyal to Gettorio—witnessed the interaction and began to formulate a plan to retrieve the deed before The Terrific Toybox is shuttered forever!

GM Super Zero |

The large crate the four of you have been hiding in is set down roughly, jostling you among the packing straw. From outside the container, you hear a pompous voice say, “That foolish old toy maker thinks he can soften my resolve with a bunch of gifts?” The speaker laughs cruelly. “Leave that garbage here and maybe whatever’s inside will be worth something once The Terrific Toybox is closed. Gettorio Galla’s last creations!” A second, deeper voice grunts in assent, and you hear a door close.
After waiting a few minutes to ensure the coast is clear, you push at a loose board that allows the sides of the crate to fall away. Phase one of the plan was successful. You’ve made it inside Baron Falgrimous Vreen’s estate without him realizing it. Now all you need to do is find wherever he keeps valuable paperwork, retrieve the deed to the land your home stands on, and escape! If your friend (and creator) Gettorio isn’t going to stand up for himself, then it’s up to you four poppets to save the day!

Hellpup |

For sure. replies Hellpup.
We need to be cautious also. Also it will become hell here.
The poppet also casts a protective spell upon itself.
Mystic armor

Marcella the Marionette |

"Phase one, success. Pretending as toys helps us, you know." a marionette-looking poppet declares to them. Shen then gets out of the crate and dusts herself. She scans the area to see where they currently are and what useful thing they can use in the room.

GM Super Zero |

This expansive storage closet is stuffed with the detritus of the wealthy: tapestries deemed no longer fashionable, dusty boxes of cutlery, slightly frayed rugs, and the like. The piles of various goods threaten to topple over and block the room’s only door.
The goods here aren't worthless, but most of it is too cumbersome compared to the value to be worth it--especially as the group already has a target. The silverware could be worth taking, though. There's quite a lot of it, and Marcella thinks it might have a little value (5 Bulk, worth approximately 20 gp).
It's also sharp enough that the poppets could grab a few pieces each to use as weapons, though it clearly isn't designed for it and would be a little awkward.
As dagger, but with a -2 penalty for being an improvised weapon. But it is silver.

Hellpup |

Oh you’re so adventurous.
Hellpup moves out of the crate as well and looks around.

Marcella the Marionette |

"Oh, these can be weapons, you know." Marcella grabs some pieces of silverware. "Anything can be weapons if you just know how to use them." she adds.

Hellpup |

Oh you know I prefer to help the others to use their own weapons instead of drawing mine.

**Cutie Killstuff** |

"Like always, running ahead without knowing what's on the other side, " says a pink rabbit with a large sword slung across her shoulder. "You should be more careful there, Tinny!"
Athletics +8 if a check is needed

GM Super Zero |

The door isn't locked, and does not appear to have a lock in any case. The door opens to reveal a large sitting room. A pair of overstuffed couches sit facing impressive windows looking out over the estate. Packed bookshelves line the walls. A table circled by three chairs stands near the largest of the bookshelves. A small writing desk sits against the east wall. Velvety curtains cover the windows, while three small crystal chandeliers, each clearly enchanted, provide warm lighting. A couple of doors, their frames trimmed with gold paint, lead to the rest of the house.

Hellpup |

Hellpup looks from the door step with their crossbow in hands.

GM Super Zero |

The Tin Wizard does not detect any magic in this room (assuming he excludes the visibly magical chandeliers).

Marcella the Marionette |

Marcella keeps her self stealthy by hiding behind the velvety curtains of the windows. "Oh, soft." she whispers. She looks for any exit.

**Cutie Killstuff** |

Cutie pulls the sword off her back and follows.

GM Super Zero |

“Well, Tsk, what have we here?” A voice comes from empty space atop one of the bookshelves.
“Looks like some burglars, Tut.” A second voice, slightly higher-pitched than the first, also emanates from the same spot.
“The baron certainly wouldn’t appreciate a group of dirty toys poking through his things, now would he, Tsk?”
“No, Tut, he would not.”
“I suppose we ought to teach them a lesson about respecting other people’s belongings.”
A pair of horned, winged creatures, each about two feet tall, materialize in the area where the voices came from. Both are grinning horribly.
Tut: 1d20 + 7 ⇒ (11) + 7 = 18
Cutie: 1d20 + 7 ⇒ (1) + 7 = 8
Hellpup: 1d20 + 5 ⇒ (8) + 5 = 13
Macella (Stealth): 1d20 + 7 ⇒ (2) + 7 = 9
Tin Wizard: 1d20 + 8 ⇒ (1) + 8 = 9
Giggling maniacally, one of the oddly-dressed little men swoops down from the top of the bookshelf towards Cutie. Small even compared to the oversized toy, the creature gets right in their face and jabs with his tail. It barely even leaves a scratch, but... his tail does resemble a scorpion tail. Well, poppets are resilient against venoms, so it's probably okay.
◆ Fly. ◆ Fly. ◆ Strike stinger: 1d20 + 9 ⇒ (13) + 9 = 22 hits for piercing damage: 1d4 - 1 ⇒ (2) - 1 = 1 and make a Fort save vs poison.
Hellpup's turn. The bookshelves can be Climbed with a DC 14 Athletics check or knocked over (damaging anyone in front of them) with a DC 16 Athletics check. The chandeliers (C on the map) can be shot down with a ranged attack dealing piercing or slashing damage to drop them on someone below them.
Initiative:
Blue Tut
Hellpup (AC 17; 20/20)
>-Flappy (AC 17; 10/10)
Red Tsk
Marcella (AC 19; 24/24)
Tin Wizard (AC 15; 22/22)
Cutie (AC 19; 34+3/34, DC 16 Fort vs Imp Venom)

**Cutie Killstuff** |

Fort vs DC 16: 1d20 + 8 ⇒ (13) + 8 = 21
"Stings a bit. But you're not getting rid of me that easily!"

Hellpup |

Hellpup casts a spell towards the devil creature.
Divine lance: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 2d4 ⇒ (1, 3) = 4
Then he moves away.

GM Super Zero |

"Why'd we want to get by?" asks the other imp, as Hellpup's spell misses. With the other poppets further away, Tut also swoops down on Cutie and jabs at them with his stinger.
This time the attack barely scratches their armor and doesn't hurt them at all.
There are more imps in their face than is generally considered preferable, however.
◆ Fly, ◆ Fly, ◆ Strike Stinger: 1d20 + 9 ⇒ (8) + 9 = 17
Marcella, the Tin Wizard, and Cutie's turns. The bookshelves can be Climbed with a DC 14 Athletics check or knocked over (damaging anyone in front of them) with a DC 16 Athletics check. The chandeliers (C on the map) can be shot down with a ranged attack dealing piercing or slashing damage to drop them on someone below them.
Initiative:
Blue Tut
Hellpup (AC 17; 20/20)
>-Flappy (AC 17; 10/10)
Red Tsk
Marcella (AC 19; 24/24)
Tin Wizard (AC 15; 22/22)
Cutie (AC 19; 34+3/34)

Marcella the Marionette |

Marcella slips out from behind the curtain and moves next to the sofa, trying to hide. She quietly draws the silverware she found in the previous room. "This wasn't part of the plan," she murmurs. "But let's put this fork to good use."
◆ Stride
◆ Hide
◆ Interact to draw improvised silver weapon

**Cutie Killstuff** |

Immediately Cutie flies into a rage (temp hp: 4/4, -1 AC, +2 damage).
Cutie places her other hand on her sword and unleashes a mighty swing at Tut.
Cutie flexes her knees and leaps straight up at them (Quick Jump)
Athletics, HP, Vestments: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 11
argh...
Bastard Sword vs Tut: 1d20 + 8 ⇒ (7) + 8 = 15 for Slashing, Rage: 1d12 + 4 + 2 ⇒ (1) + 4 + 2 = 7

GM Super Zero |

They're in Cutie's space, so ground-level.
Marcella tries to remain hidden while readying a silver "weapon."
Cutie finds that the annoying imps are pretty quick.
That's a miss.
The Tin Wizard's turn. The bookshelves can be Climbed with a DC 14 Athletics check or knocked over (damaging anyone in front of them) with a DC 16 Athletics check. The chandeliers (C on the map) can be shot down with a ranged attack dealing piercing or slashing damage to drop them on someone below them.
Initiative:
Blue Tut
Hellpup (AC 17; 20/20)
>-Flappy (AC 17; 10/10)
Red Tsk
Marcella (AC 19; 24/24)
Tin Wizard (AC 15; 22/22)
Cutie (AC 19; 33+4/34)

~Tin Wizard~ |

Tinny has had quite enough of this nonsense and casts a spell, an electric arc zaps between the two impish creatures!
Both creatures.
◆◆ Electric Arc
Damage 2d4 ⇒ (3, 2) = 5 E.
DC18
◆ Shield.

GM Super Zero |

Tsk Reflex: 1d20 + 9 ⇒ (9) + 9 = 18
Tut Reflex: 1d20 + 9 ⇒ (4) + 9 = 13
One of the imps is quick enough to mostly avoid the spell, but the other takes the full brunt of it.
"Ow!" whines the more injured Tut. He jabs at Cutie with his tail again, before retreating up and away. "Can't get me now!" he crows from the ceiling. He touches the burn mark on his torso, and it seems to heal a bit.
◆ Strike Stinger: 1d20 + 9 ⇒ (11) + 9 = 20 for piercing damage: 1d4 - 1 ⇒ (1) - 1 = 0 and make a Fort save vs poison. ◆ Fly. ◆ Fiendish Healing healing: 1d6 ⇒ 4
Hellpup's turn. The bookshelves can be Climbed with a DC 14 Athletics check or knocked over (damaging anyone in front of them) with a DC 16 Athletics check. The chandeliers (C on the map) can be shot down with a ranged attack dealing piercing or slashing damage to drop them on someone below them.
Initiative:
Blue Tut (-1, 10 feet up)
Hellpup (AC 17; 20/20)
>-Flappy (AC 17; 10/10)
Red Tsk (-2)
Marcella (AC 19; 24/24)
Tin Wizard (AC 15; 22/22, Shield)
Cutie (AC 19; 33+4/34, Raging, DC 16 Fort vs poison)

Hellpup |

Hellpup casts Blood ward (fiend) upon Cutie.
Then he casts a spell upon Tsk.
Daze: 1d6 ⇒ 1
Will DC 17. If the target critically fails the save, it is also stunned 1.

GM Super Zero |

Will: 1d20 + 7 ⇒ (5) + 7 = 12
The other imp jabs at Cutie once more, before stepping back--and bursting into a much larger size. It's suddenly larger than Cutie, and has taken the shape of a boar.
"Oh, you're gonna get it now!" says Tut. Tsk doesn't say anything, because he is a boar.
◆ Strike Stinger: 1d20 + 9 ⇒ (4) + 9 = 13 Misses. ◆ Step. ◆ Transmute.
Marcella, the Tin Wizard, and Cutie's turns. The bookshelves can be Climbed with a DC 14 Athletics check or knocked over (damaging anyone in front of them) with a DC 16 Athletics check. The chandeliers (C on the map) can be shot down with a ranged attack dealing piercing or slashing damage to drop them on someone below them.
Initiative:
Blue Tut (-1, 10 feet up)
Hellpup (AC 17; 20/20)
>-Flappy (AC 17; 10/10)
Red Tsk (-3, boar)
Marcella (AC 19; 24/24)
Tin Wizard (AC 15; 22/22, Shield)
Cutie (AC 19; 33+4/34, Raging, DC 16 Fort vs poison)

~Tin Wizard~ |

"I think you should both go away!" once more, an electric arc zaps between the two impish creatures!
Both creatures.
◆◆ Electric Arc
Damage 2d4 ⇒ (3, 3) = 6 E.
DC18
◆ Shield.

GM Super Zero |

Tsk Reflex: 1d20 + 9 ⇒ (3) + 9 = 12
Tut Reflex: 1d20 + 9 ⇒ (20) + 9 = 29
Tut cackles as the electricity only arcs into the ceiling. Then gasps as it strikes the boar directly. He doesn't look so good.
Marcella and Cutie's turns. The bookshelves can be Climbed with a DC 14 Athletics check or knocked over (damaging anyone in front of them) with a DC 16 Athletics check. The chandeliers (C on the map) can be shot down with a ranged attack dealing piercing or slashing damage to drop them on someone below them.
Initiative:
Blue Tut (-1, 10 feet up)
Hellpup (AC 17; 20/20)
>-Flappy (AC 17; 10/10)
Red Tsk (-9, bloodied, boar)
Marcella (AC 19; 24/24)
Tin Wizard (AC 15; 22/22, Shield)
Cutie (AC 19; 33+4/34, Raging, DC 16 Fort vs poison)

Marcella the Marionette |

Marcella tries to recall if she has seen such kind of creatures like Tsk. She gets out from hiding and then runs to Tsk (Boar), poking the same with her silver fork.
Silver Fork: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16 vs Tsk (Boar)
Damage: 1d6 ⇒ 6? piercing damage
Sneak Attack Damage: 1d6 ⇒ 3 precision damage
◆ Recall Knowledge (Arcana +6, Occultism +6, Religion +4, or Underworld Lore +6) w Mastermind Racket
◆ Stride
◆ Strike

GM Super Zero |

As dagger, so 1d4... but I'll just call that 4, since a 6 on a d6 is rarer.
Marcella knows that these are imps. They're among the weakest of devils, and while many devils are vulnerable to silver imps are too weak to be resistant to weapons in the first place so it doesn't offer a notable advantage.
They are weak to holy power though, and resistant to poison. Their venom can be lethal (it deals poison damage), but even if the victim survives it makes them feel dizzy and unbalanced (can cause Clumsy and Slow conditions).
She is also certain that tearing their throats out with a silver fork is lethal. That's true of many creatures, but Marcella has just confirmed that it applies to imps.
Crit success to Recall. 7 damage finishes him.
Cutie's turn. The bookshelves can be Climbed with a DC 14 Athletics check or knocked over (damaging anyone in front of them) with a DC 16 Athletics check. The chandeliers (C on the map) can be shot down with a ranged attack dealing piercing or slashing damage to drop them on someone below them.
Initiative:
Blue Tut (-1, 10 feet up)
Hellpup (AC 17; 20/20)
>-Flappy (AC 17; 10/10)
Marcella (AC 19; 24/24)
Tin Wizard (AC 15; 22/22, Shield)
Cutie (AC 19; 33+4/34, Raging, DC 16 Fort vs poison)

**Cutie Killstuff** |

Fort vs DC 16: 1d20 + 8 ⇒ (2) + 8 = 10
Cutie growls away the pain, though the toxin makes her feel faint. She releases her two-handed grip on her sword to pull a javelin out and hurl it at Tut.
Javelin vs Tut: 1d20 + 5 ⇒ (10) + 5 = 15
Piercing?: 1d6 + 6 ⇒ (5) + 6 = 11
She growls again and pulls out another javelin.
Not sure if releasing a 2-handed grip counts as an action. If it does, Cutie doesn't draw the 2nd javelin.
◆ Interact to Draw
◆ Whiff
◆ Interact to Draw

GM Super Zero |

Cutie feels a little disoriented.
Stage 1 imp venom deals poison damage: 1d6 ⇒ 6 and inflicts Clumsy 1. You can make another Fortitude save each round.
"Hah!" says the imp, remaining at the ceiling as he turns towards Marcella, "Big scary lady!" he calls--and one must note that "big" is relative--"You wouldn't hurt me, would you? I'm your friend."
The last few words carry an odd weight. They're as much an order as a declaration, and they seem to have force behind them--perhaps they also carry magic.
* Fly, ** Cast a spell. Marcella can make a DC 17 Will save.
All PCs' turns. The bookshelves can be Climbed with a DC 14 Athletics check or knocked over (damaging anyone in front of them) with a DC 16 Athletics check. The chandeliers (C on the map) can be shot down with a ranged attack dealing piercing or slashing damage to drop them on someone below them.
Initiative:
Blue Tut (-1, 10 feet up)
Hellpup (AC 17; 20/20)
>-Flappy (AC 17; 10/10)
Marcella (AC 19; 24/24, DC 17 Will)
Tin Wizard (AC 15; 22/22, Shield)
Cutie (AC 19; 31/34, Raging, Stage 1 Imp Venom DC 16)

~Tin Wizard~ |

"This one seems a lot trickier, can't dodge forever though!"
◆◆ Electric Arc
Damage 2d4 E.
DC18
◆ Shield.

**Cutie Killstuff** |

Fort: 1d20 + 8 ⇒ (15) + 8 = 23
Did Cutie manage to draw a second javelin? I wasn't sure whether it's a free action to release the second hand
Cutie hurls her second Javelin at Blue. (If not a free action she draws a javelin).
Javelin vs Blue: 1d20 + 5 ⇒ (8) + 5 = 13
Piercing: 1d6 + 5 ⇒ (6) + 5 = 11

Marcella the Marionette |

From Release: You release something you're holding in your hand or hands. If you want to release a two-handed weapon, it is a free action, if this is what you are looking for.
DC 17 Will save: 1d20 + 9 ⇒ (20) + 9 = 29 Crit Succes
"Is he trying to taunt me or what?" Marcella asks her allies. "That's the best you can say? I'll show you what's scary!" Marcella is unaffected by whatever magic Tut is trying to throw at her.
Seeing that she can't get close to it, Marcella drops the silver weapon, draws her hand crossbow, loads it with a bolt and shoots at Tut.
Hand Crossbow (range increment 60 ft, reload 1) Attack: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d6 ⇒ 6 piercing damage
Sneak Damage: 1d6 ⇒ 1 precision damage
◇ Release
◆ Interact
◆ Load
◆ Strike

Hellpup |

Hellpup casts a spell towards the imp.
Daze: 1d6 ⇒ 5
DC 17
And they fired a bolt with their crossbow.
Bolt: 1d20 + 6 ⇒ (18) + 6 = 24
Damage: 1d10 ⇒ 8

**Cutie Killstuff** |

From Release: You release something you're holding in your hand or hands. If you want to release a two-handed weapon, it is a free action, if this is what you are looking for.
That's exactly what I was looking for. Thanks.
Cutie draws a third javelin and lets fly.
Javelin vs Imp: 1d20 ⇒ 17
Piercing?, Rage: 1d6 + 5 + 2 ⇒ (2) + 5 + 2 = 9
◆ Whiff
◆ Draw
◆ Whiff

GM Super Zero |

Cutie fights off the poison, while Marcella resists the charm spell with such ease that she barely noticed it was a magical compulsion.
Whoops, meant to note that you got a +4 bonus to the save. Not that you needed it.
The imp drops to the floor with a teeny tiny thud under a barrage of physical and magical attacks.
Cutie's first attack misses, but the rest all hit. And do enough damage that even if he crits the saves versus both spells it doesn't matter.
All is quiet. Perhaps the imps regularly make enough noise that the fight didn't attract any attention? Though the poppets will have to try to be quick and quiet from here on if they want that luck to hold.

Marcella the Marionette |

Marcella loads her weapon as well.
"There could be more. Quick! Let's find the deed and let's get out of here!" Marcella advises them and heads over to the door.

**Cutie Killstuff** |

Cutie grabs up her javelins and slips them back into the sheath on her back.

GM Super Zero |

It seems quiet on the other side of the door. Once in the hallway, the poppets can hear a chorus of laughter from another room.
Barn Vreen must be hosting a dinner party. Apparently he is celebrating his capture of the "Terrible" Toybox.
This is a mixed blessing. The baron and his family, and even the servants, are less likely to be moving around much or from room to room. On the other hand, there are more people in the manor than usual who might spot the team if they do step out of the dining room.
Welcome to the Infiltration subsystem! If you've used the Chase subsystem, it's a little similar.
You'll face a series of obstacles between you and your goal. Some of these obstacles will call for each hero to individually make a check, while some call for a single person to make a check for the group (and others can Aid).
Unlike Chases, you don't have to roll until you succeed. We know you'll clear the obstacle eventually, the question is how quickly and quietly you can do it. Successes earn Infiltration Points, which can provide opportunities; failures earn Awareness Points, which cause complications. Either way, you move on to the next obstacle.
With only some vague notions of what they're looking for or where it maybe be, the poppets must first search through the manor while avoiding the manor staff and any guests.
First obstacle:
Lay of the Land
Each character must make a Perception or Stealth check. Or perhaps you have a different idea?

Hellpup |

Stealth: 1d20 + 6 ⇒ (19) + 6 = 25
Hellpup puts their right paw on their mouth. Psccht

Marcella the Marionette |

Marcella keeps herself quiet and hidden from the eyes of the staff, even pressing herself against the wall.
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16