
DM Puppet Master |

Tiger: 1d20 + 5 ⇒ (11) + 5 = 16
Arden: 1d20 + 2 ⇒ (8) + 2 = 10
Sharpe: 1d20 + 7 ⇒ (18) + 7 = 25
Florace: 1d20 + 0 ⇒ (14) + 0 = 14
Imp: 1d20 + 3 ⇒ (12) + 3 = 15
Attack 1 = Tiger, Arden, Sharpe, 4= Florace
1d4 ⇒ 4
Attack: 1d20 + 8 ⇒ (1) + 8 = 9
As you search for the key on the table, Sir Florace hears a soft swishh by his head as a small scorpion-like tail flashes past his face in a close miss. You all turn to see a small, red-skinned creature with fiendish wings attacking you. The raven is nowhere to be seen.
Because I'm on a mobile device, I can't really modify the map. Everybody should be close-ish together in the room with the imp in the same square as Florace. Either you can use the raven icon for now, or someone can add an imp icon for it.
Init
Sharpe <<<
Tiger <<<
Imp
Florace
Arden
Knowledge Planes

DM Puppet Master |

Aren't the secret cells to the south, the same ones we walked past earlier? The one with the transparent skinned man?
Yes, the secret cells mentioned were the ones with the transparent skinned man who wanted food. Forgot to mention that.

Arden Svoen |

Planes: 1d20 + 9 ⇒ (16) + 9 = 25
I forget if I have to wait for my turn to speak. If not, everyone read the spoiler.

Tiger Sherman |

Not recognizing the creature (and not carrying silver), Tiger will draw his trident, swivel, and stab.
To Hit: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

DM Puppet Master |

Damage: 1d4 ⇒ 3
Poison: 1d2 ⇒ 2
Tiger swings at the small creature, managing to hit it but it doesn't appear to even scratch the small beast. As Sharpe loads his gun, the creature flies into Arden's face, hissing at him and manages to scratch his face.
Arden takes 3 points of damage and make a Fort save DC 13 or take 2 Dex damage.
Init
All party members <<<
Imp

Tiger Sherman |

And Tiger will keep jabbing the thing, now with new and improved flanking.
To Hit: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 1d8 + 2 ⇒ (2) + 2 = 4
yayyy crit threat.
To Confirm: 1d20 + 6 ⇒ (18) + 6 = 24
Bonus Damage: 1d8 + 2 ⇒ (2) + 2 = 4

DM Puppet Master |

After Tiger and Sharpe's attacks, the imp looks pretty beaten up, but still alive. As soon as Sharpe's silver bullet hits its flesh, it starts to shriek. "Eeeeee! Mercy! Mercy! Don't kill poor lil' me!"

Arden Svoen |

Fort: 1d20 + 3 ⇒ (1) + 3 = 4
Arden shivers as the imp scratches his face.
Takes the 2 dex damage
Spell Combat
To Hit: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Damage: 1d8 + 3 ⇒ (6) + 3 = 9
If the imp is still alive, then Arden will use Shocking Grasp as per spell combat.
DC 17 concentration check to cast defensively.
Concentration: 1d20 + 6 ⇒ (14) + 6 = 20 Succeeds
10% spell failure chance (>10 to succeed)
Spell Failure?: 1d100 ⇒ 63 Yes!
And now the attack:
Touch Attack: 1d20 + 3 ⇒ (14) + 3 = 17 +3 if the imp has metal
Damage: 1d6 ⇒ 5

DM Puppet Master |

Arden's first strike misses, but he manages to grab the imp long enough to deliver his spell. It shrieks and falls to the ground.
Single check

Arden Svoen |

Heal: 1d20 - 2 ⇒ (20) - 2 = 18
He's not dead yet. And he can heal quickly.
Arden stands with his sword over the imp's chest.
Coup de Grace
Damage: 2d8 + 6 ⇒ (2, 2) + 6 = 10
DC 20 Fort Save or Die for the Imp

Tiger Sherman |

"Well," says Tiger, a little put out, "I thought we were going to havve mercy on him."
Arden, I don't think you have an arcane spell failure chance, since "A magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance."

Arden Svoen |

Didn't realize that, and thought it was such a big accomplishment that I remembered all the dice rolls. Thanks Tiger.
"Imps can heal quickly. It would have been a short time before he wakes up, turns invisible and into a giant spider to kill us off. His poison did a bit of damage to me." Arden mentions to the others.

DM Puppet Master |

Imp is still alive. If everybody decides to coup de grace it it'll probably die though.
Arden: I was also impressed that you remembered all the rolls.

Tiger Sherman |

"He did ask us for mercy," Tiger says, pondering, "But I know little of imps, and whether they can be held to their word. [b]"He did attack Arden, so maybe he should be the one to decide."

Sir Florace |

I'm trying to decide how a paladin would act here. On one hand, ridding the world of evil creatures seems to be a part of their Holy Mission of Divine Justice et cetera, but also killing someone who begged for mercy would be immoral (at least in a paladin's mind if the creature has some chance to repent of its evil ways, which I doubt this creature will.
Sir Florace detects evil on the creature, just to be sure. He keeps his sword ready, but has a cast to his expression suggesting considerable inner turmoil.

Tiger Sherman |

Also, Tiger knows little of demons or devils. Someone with knowledge of the planes or religion could probably make a convincing argument one way or the other to help put the party at ease.

DM Puppet Master |

Oh paladins and moral dilemmas. You could really argue either way. If you pick what deity you worship, that might help you decide what to do as I'm sure different gods would have different beliefs on the matter.

Arden Svoen |

I stab it again.
Coup de Grace
Damage: 2d8 + 6 ⇒ (4, 5) + 6 = 15
Fort save DC 25
"I hate poison. Never want to touch the stuff again. Imps are devious devils. I'm fairly certain they will lie to lead you to damnation."

DM Puppet Master |

And with that, the imp is impaled upon Arden's sword, stone cold dead.
Now that it's been pointed out, you can all see the secret door to the North.

DM Puppet Master |

The door opens without any problem. You follow a few hallways for a while until you reach a turn. The floor falls away here as not far ahead the corridor turns east, though a seven-inch-wide ledge continues along the south wall. The walls are very smooth, offering few handholds. The remainder of the passageway is filled with a five-foot-deep trough filled with foul-smelling, thick green sludge.

DM Puppet Master |

What kind of check do we need to figure out what the sludge is?
Hmm, good question. Dungeoneering probably makes the most sense.

Arden Svoen |

"Sharpe why don't you go across first as you are the most nimble." Arden ties a silk rope from his pack to Sharpe's waist. He holds on to the the other end.

DM Puppet Master |

Sharpe nods his head, stowing his musket and starting to make he way across the narrow ledge.
Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
He skillfully navigates the area, peeking around the corner. "The ledge actually doesn't go that far around. It stops short leaving about a 25 foot length of acid. I...think I can see a door on the other side, but there isn't anything all that obvious that I could tie a rope to. It also looks like that weird bump on the ceiling from earlier continues into this area." He points up towards the ceiling.
DC25 Acrobatics check to jump 25 ft assuming a running start. Sharpe might be able to make it, but it's unlikely everybody else could. And if you're wondering, it does not look like the bump thing would be something you could grab on to in order to monkey bar your way across.

Arden Svoen |

"There's that strange bump on the ceiling we should probably check out." Arden goes back out following the bump in the ceiling to its source.
Perception: 1d20 - 2 ⇒ (19) - 2 = 17 To see if there is anything strange about the wall that the bump leads to.

Sir Florace |

Sir Florace tries to open all the cells to see if they're locked. Why don't we try to see if the key and knife-keys we found open any of these cells so we can look around them?
Sir Florace looks into all the cells. i.e., perception rolls on any cells that I could find things in.

DM Puppet Master |

The wall the bump leads to does not seem particularly strange in any way.
Sir Florace goes through and examines the cells one by one. All the ones in the main area are open and seem empty. As he goes through the ones in the hidden area, he has to unlock the cells using the regular looking key Not the weird knife blades. Each one seems to contain one or more skeletons of prisoners long dead. As he approaches the cell with the poor prisoner who had begged for food, no sounds greet his ears. In fact, the room seems to be completely empty, save for some food and water sitting untouched in the center. Upon close inspection of the room, he discovers a secret door in the North wall.
You can go ahead and delete the purple square in the center of the map if you wish.
The following knowledge check is part of the above spoiler. Do not attempt it until after reading the previous spoiler.

Tiger Sherman |

"Was our preesoner a ghost, then? This is quite spooky, yes."
And Tiger will carefully open the door, although he has absolutely no idea what to make of what he sees inside.

DM Puppet Master |

Looking at people's character sheets, it does not appear that anybody speaks Auran. Although it also looks like Florace is missing a lanaguage as he should should Common and Elvish (from being a half elf) +1 language for having an Int of 12.

DM Puppet Master |

The cloud continues to hover in its location, unresponsive.
All hail the glow cloud.

Tiger Sherman |

"Excuse me, Meester Svvoen, but I am wearing metal armor and carrying eight-teen deefferent metal weapons. Maybe Meester Sharpe over there in leather should try it.

DM Puppet Master |

Tiger: 1d20 + 5 ⇒ (10) + 5 = 15
Arden: 1d20 + 2 ⇒ (8) + 2 = 10
Sharpe: 1d20 + 7 ⇒ (14) + 7 = 21
Florace: 1d20 + 0 ⇒ (17) + 0 = 17
Elem: 1d20 + 6 ⇒ (19) + 6 = 25
To Hit: 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d4 + 1d3 ⇒ (2) + (2) = 4
When Sharpe pulls the level, the machine begin to move, pulling the chains from the weird bump in the ceiling. At the same time, the black cloud slams into Sharpe, letting out a sharp crack of electricity.
2 regular damage, 2 electricity damage against Sharpe.
Init
Elemental
Party Members <<<