
Pirate GM |

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!
That's you!
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...
---
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 land deed 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!
You all at least know of each other from the Toyshop, how well you know each other beyond that is up to you, but it's clear, you're all here on the same mission, to save your home!
Go ahead and introduce yourselves and interact and such as you get out of the box into an expansive 15ftx15ft closet littered with the detritus of the wealthy: tapestries deemed no longer fashionable, dusty boxes of silver cutlery, slightly frayed rugs, and the like.

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Well this is a bit foreboding, but all isn't lost yet. I'm Marcella. Hopefully we can rest once all this is through. I guess we need to brainstorm where this guy might keep his paperwork.

Cutie Killstuff! |
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Cutie Killstuff reflexively covers their nose as they feel a sneeze coming on from the packing straw. A cute squeak like a dog's chew toy comes out of Cutie. "Beeh uh!"
Dry "snot" in the form of a small ball of white cotton stuffing appears on their plush paw. Perplexed with a dropped jaw, they eat it without a second thought. This might not be the best time to dwell in the implication of possibly being allergic to packing straw. Cutie whispers immediately to swiftly change subjects. “I second that rest after, Marcella. The villain would keep the big stuff in his lair, right?”
Then, they hastily reassure the group. “...And don’t listen to that meanie! You are not garbage. Just trash words from a trash bully. Blagh.”
They pose with a downward flex of their arm and a smile to motivate the team. “I, Cutie Killstuff, swear to protect you three. I can’t wait to see your talents in action!
Cutie jokingly adds. "Gettorio is just that great a maker…” They put their sneezed-on plush paw out for a group hand cheer.

Pirate GM |

With Marcella and Cutie introducing themselves, Glade leaps into action, opening the closet door revealing a large room with a a pair of overstuffed couches that 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.
No creatures or guardians here to object to your presence
Opened up the lovely map on slide 3. We don't need to exactly track folks positions, it's most just there for the nice art.

Ebon Fist's Pre-Gen |

"Fear not, my boon companions! For I know that with our combined skills and talents and our dedication to our great friend Gettorio, we can overcome any challenge which we might face in this den of evil! So, the Great Tin Wizard believes and declares!" the Tin Wizard, does indeed, declare in a grandiose voice as he bursts out of the crate.
"Hey! Wait for me!" he squeaks as Glade Wolf quickly sets about the task of exploration.
He follows as fast as he can, his head on a swivel (literally) as he watches out for danger.

Pirate GM |

Glade fits well under a table although no danger immediately comes from the doors.
Any of you would also fit well underneath and of the sofas, chairs or desk.
As mentioned above, there are doors trimmed with gold. Many bookshelves and a writing desk. As well as the overstuffed couches, large windows and closet you just came from.

Cutie Killstuff! |

Cutie lets down their paw as no one seemed to be in the mood for a group hand cheer. That's okay! Cutie hopes that their companions know that they are loved. They shrug it off, and take some silver cutlery for later. They also try to snag a lightweight (albeit tacky) brown rug to bring along to hide under (just in case).
"Woo! No doubt about it, The Tin Wizard!" Cutie cheers with another whisper. They can't help but be so giddy from Tin's enthusiasm that they feel chills down their back with ears a little perked up.
Having a look around after leaving the closet, the stuffed poppet nears the writing desk against the east wall. Cutie signals the rest of the team to check it out when they can. Shrugging, they take a closer look at the table for a deed-like document.

Ebon Fist's Pre-Gen |

The Tin Wizard circles around the room, his face screwed up in concentration...or it would be if his painted face was capable of displaying expressions. He uses his arcane insight to scan for any magic hiding anywhere, paying particular attention to the book shelves, the desk and tables, the couches and under the rugs.

Pirate GM |

2d4 ⇒ (2, 2) = 4
Glade finds nothing of interest under their table.
---
Marcella finds a nice set of silverware in the closet, including a quartet of butter knives that are almost passable as silver daggers. Dagger stats, but -2 item penalty from being improvised.
The Tin wizard circles the room scanning for magic, but other than what you've brought in there doesn't seem to be any magic here. The whole room seems droll. Even the books seem droll. Popular literature, dry history, letters of peerage fill these freestanding shelves, not even a scandalous romance or a hint of occult or other magics.
---
“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 your size, materialize in the area where the voices came from atop the bookshelves near the door. Both are grinning horribly and seem ready to pounce down on you like cats after their prey.
Tin Initiative: 1d20 + 8 ⇒ (1) + 8 = 9
Glade Initiative: 1d20 + 6 ⇒ (7) + 6 = 13
Cutie: 1d20 + 7 ⇒ (9) + 7 = 16
Marcella: 1d20 + 6 ⇒ (12) + 6 = 18
Red Dotted Tsk: 1d20 + 7 ⇒ (15) + 7 = 22
Blue Dashed Tut: 1d20 + 7 ⇒ (12) + 7 = 19
"Oh little Tin one.." calls out Tsk "Do be a friend, Tut just wants to play."
Emotion, Mental
Critical Success:
Success:
Failure:
Critical Failure:
Meanwhile Tut leaps down from on high, transforming into a mighty boar mid air, bigger than Gettorio! (Medium) and lands next to glade and tries to gore the puppy with its mighty tusks.
Tusk vs Glade w/cover: 1d20 + 9 ⇒ (19) + 9 = 28
Piercing: 1d4 - 1 ⇒ (1) - 1 = 0
While the blow doesn't seem as powerful as it should be for a boar, but not even the table can protect glade as the tusk pierces him right in the tummy.
Minimum 1 damage, double from crit to 2
Initiative:
Red Dotted Tsk
Blue Dashed Tut
Marcella
Cutie
Glade 22/24
Tin Wizard <Will DC 17>
Party is up!
The bookshelves are 10ft tall (I added a small diagram for clarity), and a trio of chandeliers hanging from the ceiling look suspiciously dangerous to anybody underneath them if their ceiling ropes were cut with a few piercing or slashing damage

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Glade will magic missile the thing that just hit him dmg: 3d4 + 4 ⇒ (1, 4, 4) + 4 = 13 It is normally +3, but dangerous sorcery which is given to sorcerers automatically thanks to the revamp ups the damage by the spell level, which in this case is 1. Also I'm casting into melee, but unless these things are fighters or really powerful creatures, they do not have reactive strike, as I'm not stepping back and losing 1 action on that magic missile.

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Marcella moves to flank blue and then whacks blue.
shortsword: 1d20 + 7 ⇒ (9) + 7 = 16
s/p: 1d6 + 1 ⇒ (3) + 1 = 4
precision sa: 1d6 ⇒ 6
shortsword: 1d20 + 2 ⇒ (6) + 2 = 8
s/p: 1d6 + 1 ⇒ (4) + 1 = 5
precision sa: 1d6 ⇒ 4

Pirate GM |

Pew Pew pew! Glade Wolf retaliates on the pig with a trio of missiles but the pig doesn't stop.
Marcella's follow up however makes is squeal as it turns back into a nasty horned creature and stops moving, blood pouring from its wound.
As a note the shortsword does not do piercing and slashing. You must choose each time which damage type you're using. (Effectively are you stabbing or slashing.) I'll assume piercing unless otherwise noted as that's the default. See the Versatile trait for more information.
Tin Wizard and Cutie are still up!
Will Save for Tin Wizard.

Cutie Killstuff! |

Cutie sees Glade Wolf and Marcella make quick work with Tut. "Yes!" They whispered to themself.
There was Tsk left... and The Tin Wizard looks like he might get cornered if Cutie doesn't divert attention away from him!
With a brief nod to Glade Wolf and Marcella, Cutie skips merrily towards Tsk. Cutie spends two actions to Stride twice.
Looking straight up at Tsk, the stuffed poppet slowly takes out Mr. Stabs, their mighty bastard sword, in an attempt to unnerve the remaining enemy. Cutie Interacts to draw their bastard sword out in one-hand for their third action.
Cutie speaks cheerfully to Tsk as they draw Mr. Stabs out. "Is the lesson over so soon?"

Pirate GM |

Beep Boop
Tin Will save: 1d20 + 8 ⇒ (11) + 8 = 19
The Tin Wizard shakes off the silly little spell and focuses the high beams of thier shiny button eyes at the remaining enemy and throws a dry text about the history of taxation on fertilizer and crop yields along the Andoran border at the remaining enemy.
telekenetic projectile: 1d20 + 8 ⇒ (7) + 8 = 15
bludgeoning damage: 2d6 ⇒ (2, 5) = 7
The critter ducks and dodges the book however.
The Tin wizard follows up with a singular bolt of force.
force bolt focus spell: 1d4 ⇒ 3
Grumbling "Mister nice guy is over!"
It flutters down, attempting to sting Cutie before barely fluttering back up to the top of the freestanding bookshelf.
stinger vs Cutie: 1d20 + 9 ⇒ (1) + 9 = 10
It's attack is extremely inaccurate however.
Initiative:
Red Dotted Tsk -3
Marcella
Cutie
Glade 22/24
Tin Wizard
Party is up!
Tin Wizard used focus point.

Cutie Killstuff! |

Cutie smirks as they close the distance with the bookshelf's base, and begins climbing up towards Tsk with Mr. Stabs in hand.
Cutie Strides to the bookshelf's base, then Climbs with an Athletics check with the GM deciding the Climb DC. If they need to use multiple actions to Climb, they would. (I was hoping to use Sudden Charge to close the distance with Tsk, but I think Cutie can't, because they have no Climb speed?)
Athletics: 1d20 + 8 ⇒ (6) + 8 = 14
When engaged in melee, Cutie swings Mr. Stabs at Tsk. "Our turn to play!"
Bastard sword strike and slashing dmg: 1d20 + 8 ⇒ (17) + 8 = 251d8 + 4 ⇒ (5) + 4 = 9

Ebon Fist's Pre-Gen |

"Haha, fiends! Take that! And that!" the Tin Wizard says as his fellow toys make short work of one.
He pauses to try to figure out what the remaining one is, exactly.
One action to Recall Knowledge. Arcana and Occultism are +8, Nature and religion are +6. He would like to know weaknesses, resistances and immunities.
"For your crimes, I'm afraid I'm going to have to throw the book at you!" he says.
He flings a tome entitled Lessons in Irony: What it Really Means at the creature.
telekinetic projectile: 1d20 + 8 ⇒ (7) + 8 = 15
bludgeoning damage: 2d6 ⇒ (5, 4) = 9

Pirate GM |

Bookshelves are 10ft tall, so with a move speed under 40 you'll make 5ft on a success and 10 ft on a critical success as per Climb. Conveniently the adventure has provided a climb DC for me, unfortunately 14 isn't quite enough to make progress as there's soo many droll books in the way and not enough convenient climbing shelves. (For ease going forward it'd DC 16) Feel free to decide on your 3rd action.
Cutie moves to the bookshelf but instead of making progress manages to knock over a 6 volume set on the proper use of Varisian Brown in highlights of Heraldry of Lesser Houses.
The Tin Wizard isn't quite sure what the critter is. If it's like the other one, it's some sort of shapeshifter. But is it fey, demon, protean? There's too many possibilities for the Tin Wizard to narrow it down.
Speaking of narrowing it down, said mysterious critter narrows itself down and (un?)ironically dodges the thick tome of a lesson.
nitiative:
Red Dotted Tsk -3
Marcella
Cutie <1 Action>
Glade 22/24
Tin Wizard
Marcella and Glade still up! <1 Action from Cutie>
If you want to use that second roll for the climb and make it half way up, that's fine.

Cutie Killstuff! |

Cutie overestimates the ease of climbing the bookshelf. They slip as that 6-volum I'll use that natural 17 for the total of 25 for the Athletics check to Climb for their third action.
"Vareeseyyahn Brown won't get ME down!" They groan in determination to themself as they are now halfway up the bookshelf.

Pirate GM |

I have no idea what "Total Defense" is in PF2 terms. You can "Take Cover" to improve your cover bonus to AC from 2 to 4 but that only takes one of your 3 actions. Also the creature is not at all hidden or otherwise undetected. I'm sorry you're having trouble parsing my map/description, is there anything I can do to help? It's on top of the book shelf where it started. I added a giant purple arrow.
Cutie Climbshelf gets halfway there!

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Didn't see it there, I can read the map, the thing just blended in with the bookshelf. Not colorblind, but I did have to look for it. And yes I thought it hid or turned invisible since I couldn't see it on the map.
Action 1, move
Actions 2 and 3, electric arc the thing dmg: 1d4 + 4 ⇒ (4) + 4 = 8 dc 18 for half.

Pirate GM |

1d6 ⇒ 4
Beep Boop
Marcella draws their hand crossbow and shouts "Incoming cat!"
create a diversion: 1d20 + 6 ⇒ (4) + 6 = 10
before taking a shot.
hand crossbow: 1d20 + 7 ⇒ (6) + 7 = 13
That the tiny creature dodges as well.
---
With Cutie half way up, and under assault from many things the creature vanishes although its presence is still known, especially from its annoying screechy voice.
"All right, all right, Truce! You have proven your strength, and I can offer a powerful boon, but only one of you can benefit from it! So let me know which of you is stronger and more deserving than the rest and I'll bestow that boon upon them."
The creature is currently invisible although only hidden (not undetected) and we're effectively out of combat unless you really feel the need to continue to beat up on the critter.
Status:
Red Dotted Tsk <Hidden>
Marcella
Cutie
Glade 22/24
Tin Wizard

Cutie Killstuff! |

Cutie makes their way up to the top of the bookshelf. With a smaller smile, they ponder what Tsk could mean. I can make an Athletics check if needed.
“Is this a trick question? We’re all strong in our own way! What does your boon even do? And also! Why even give a boon away?” Cutie wants to hear Tsk out, but they are still wary of this offer. They were just fighting a moment ago!

Pirate GM |

[spoiler=Gm Dice]4d20[/dice]
"No tricks from us, maybe from your weak pointy friend"
The screechy voice calls out.
It continues "It is in my nature to offer it to the strong, to grant them good luck Choose soon, before one of the weaker among you claims it. Just step forward and ask for my boon and it shall be yours!"
It seems honest about providing a boon, although you suspect it's trying to get y'all to fight about it. Probably best for somebody to accept or otherwise move on.

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Glade runs up, Me, me, me, pick me. I want a powerful boon, oh, please pick me, me, me. also assuming we can hold up in this room for 10 minutes, Glade wants to treat his wounds medicine: 1d20 + 4 ⇒ (12) + 4 = 16 healing: 2d8 ⇒ (5, 2) = 7 so he is back to full, unless we don't have 10 minutes.

Pirate GM |

"Alright!"
Glade Wolf is blessed with good luck! Once during the next hour before rolling Glade may choose to roll one attack or saving throw twice and take the better result.
Almost no side effects!
"Good luck, and don't die! shouts the invisible screechy voice."
Lets go ahead and give an extra Heropoint to Cutie Killstuff. I've got a soft spot for climbing attempts.
Without the invisible guardians to bother you, it quickly, if not already obvious, becomes clear that the documents you're looking for aren't here. Plenty of time to treat wounds, and refocus as well.
Peeking out, there are many hallways, this manor seems quite expansive, but the sounds of guests and glasses echo throughout the halls, meaning you may be able to move about undetected.
This next section is an "infiltration." You'll need to overcome a series of obstacles, with occasional Complications or Opportunities to keep things spicy.
Obstacle success levels:
Critical Success The PC gains 2 Infiltration Points.
Success The PC gains 1 Infiltration Point.
Failure The PCs accrue 1 Awareness Point.
Critical Failure The PCs accrue 2 Awareness Points.
First up is gaining a Lay of the Land, where you can get an idea of the Manor layout while avoiding Staff and guests.
Many Obstacles, such as this one, require each of you to succeed. (Those that succeed will potentially move on to future obstacles, while those who haven't succeeded will need to attempt this again. You may of course always aid another, but that will take up your turn. Each of you will need to attempt a DC 15 Perception or Stealth (As always appropriate lores are acceptable as are various resources and powers. If using some sort ability please also include a check in a spoiler, in case it's only worth a bonus or not really appropriate etc.
Round 1:
Lay of the Land
(Perception/Stealth DC 15)
Marcella
Cutie
Glade
Tin Wizard
Everybody up

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Marcella will try to sneak around without getting caught and see if she can find anything unusual.
stealth: 1d20 + 7 ⇒ (15) + 7 = 22

Cutie Killstuff! |

More mission time! Cutie is so giddy on how Marcella is so sneaky. Ah! They also never got to see Glade Wolf be so excited about a boon before… Was it a little unnerving? Some might say so.
Cutie appreciates the thrill to see their friends in a new light.
Cutie is careful to ensure nothing sneaks up on them with a party beyond closed doors. It can’t be the end so soon! We made it so far.
Perception: 1d20 + 7 ⇒ (20) + 7 = 27

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Unfortunatly Perception is neither an attack nor a saving though, so despite wishing for good luck, Glade doesn't do a good job getting a Lay of the Land.
Still have your boon though.
Yeah, misread it as, attack roll or skill check

Ebon Fist's Pre-Gen |

"Tsk, tsk, you should never make deals with devils," The Tin Wizard tuts AFTER Glade Wolf has made the deal.
"I will speak no more of it," he continues as they make their way out of the room.
As he looks around for the lay out of the manor, he talks about all the reasons why it's a bad idea.
Perception: 1d20 + 8 ⇒ (4) + 8 = 12

Pirate GM |

Cutie Killstuff does a great job job scouting out where the party is and the best paths to avoid it while The Tin Wizard makes a bit more noise than is advisable.
Awareness Points: 2
With an idea of where to go and where not to, it quickly becomes clear than anything you're looking for is on the second floor and the party is largely on the first floor.
Avoiding Notice
Heading up to the second floor will require overcoming some magical wards designed to keep out intruders. Walking with confidence to show that you belong, sneaking by or even magically bypassing them could work.
DC 16 Deception, Occultism or Stealth. Everybody must attempt.

Cutie Killstuff! |

Cutie listens to The Tin Wizard's impromptu lecture on the boons and the nature of devils. His constant words are a soothing reminder despite being deep in villain territory. Even if the noise isn't ideal. This helps Cutie focus with scouting. "Wow, The Tin Wizard... So even though boons are good, boons from devils are good in a bad way? So that makes them bad... And devils think tricks are fun? I mean Glade Wolf, you feel fine, right?"
The stuffed poppet reassures the group. "I won't let anybody take any of you away by force. Ever. I'm just fond of all of you too much. Devils or no devils. What boon would you want if you got another chance?" They ask the other poppets curiously.
Cutie sighs in relief as the team seemed closer to their goal. Though, the magical wards will be tough. They crouch low and strongly considers covering their eyes with their paws as they climb up the stairs carefully.
"If I can't see this magic, would the magic be able to see me?" They ask the group earnestly.
Stealth: 1d20 + 5 ⇒ (16) + 5 = 21

Ebon Fist's Pre-Gen |

"No, no, no Cutie! That's no way to do things! You can't just...watch for...no to the le...aiee you're right on the..." The Tin Wizard says, cringing as Cutie blunders through.
"Oh...it seems to have worked," he admits when they're through.
"Impressive, but let me show you what KNOWLEDGE can do."
Occultism: 1d20 + 8 ⇒ (11) + 8 = 19