
GM Aarvid |

Maps readies his firearm...
Maps, seems like more actions than can be completed in a round...drawing magic weapon oil and applying would usually be a full round by itself I would think...
22+Zantir is up...no visible targets.

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I think you are correct. I joined draw weapon with the move action of getting out the oil, but it looks like I can only draw with actual movement. Guess I'll apply next round and add QuickDraw to the list of feats I need to get eventually.

GM Aarvid |

Both of the creatures appear around Varg and strike with their tails.
One wanted to attack Zynep, but she moved before he could get to her
#1: 1d20 + 8 ⇒ (4) + 8 = 12 for dmg: 1d4 ⇒ 4 plus fort save
#2: 1d20 + 8 ⇒ (12) + 8 = 20 for dmg: 1d4 ⇒ 2 plus fort save
One of the devils laughs as he scores a hit with his tail, stabbing the barbarian on the shoulder. The other cusses in a dark langage as they seem to be keeping score between themselves.
Varg takes 2 pts of damage and needs a fort save vs poison. Any readied attacks can go...but both creatures are in Varg's square, so -4 penalty to ranged into melee will apply unless you have precise shot. Unless you have long reach, I do not believe anyone can melee the creatures from where you stand, but you can 5' as part of your readied action, so maybe.
Alan is up
A

GM Aarvid |

Alan strides up next to the barbarian Varg and reaches out and manages grabs one of the pesky devils by its long tail.
Alan has one grappled...not sure what a 'slam him to the ground' would do, if there is damage roll, you can roll it...But do you intend to let go, just trip it, pin it or maintain grapple and hurt it?

GM Aarvid |

=====Round 2 ========
23-Maps
22+Zantir (readied)
22-creature#2
21-creature#1 (grappled)
16-Alan (grappled)
15-Flinders
7+Zynep (-1 dex, poisoned, fort save needed)
7-Varg (fort save vs poison?)
Flinders goes next

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Flinders begins to go into a small discourse on outsider creatures, while drawing his bow back and aiming at the imp near Varg. Most creatures come from some other plane...
Attack: 1d20 + 4 + 1 - 4 ⇒ (12) + 4 + 1 - 4 = 13
Attack: 1d20 + 4 + 1 - 4 ⇒ (11) + 4 + 1 - 4 = 12 Bit of Luck
Damage: 1d6 + 1 ⇒ (6) + 1 = 7
Expend one round of Archaeologist Luck

GM Aarvid |

Flinders unleashes an arrow at the imp hovering near Varg's head, but misses as the creature is too close.
7+Zynep (-1 dex, poisoned, fort save needed)

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Fort Save: 1d20 + 4 ⇒ (12) + 4 = 16
Zynep winces at the sting mark the looks over at the imp hovering around Varg. She then calmly says, "Fall." Command, DC 14 Will or fall to the ground prone.
Zynep will take a 5' closer to the group.

GM Aarvid |

Zynep is able to shake off any continued effect of the poison.
1d20 ⇒ 1
The Imp hovering over Varg looks "Sir, yes sir!" at Zynep as if receiving orders from an Archduke of Avernus and promptly flops down on the ground without resistance.
7-Varg is up...

GM Aarvid |

Varg performs a double-handed power chop on the prone imp (who looks up and goes "oh oh" as it sees the mighty blade decend upon it.
The axe bites deeply, but not quite as deep as Varg hoped...as some of the powerful blow bounces off its infernal hide.
Maps completes the annointing of his firearm and is armed and ready for bear.
Zantir is up...

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Zantir rushes in to attack the prone Imp.
Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

GM Aarvid |

Please be sure to include what weapon you are using when making any attacks, otherwise I assume normal and DR will apply
Zantir moves up, trying to finish off the imp on the ground at Varg's feet.

GM Aarvid |

22-creature#2 (prone, wounded)
21-creature#1 (grappled by Alan)
The prone and wounded imp at Varg's feet hisses at him and Zantir. Some of its wounds appear to be closing on their own. It lashes out at Varg's ankle from the floor. "Rarrarr, take that!
The other imp is still grapped by Alan and will spit at the monk and attempt to wiggle lose. "Let go of me you big blond baboon!"
#1: 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22 on Varg while pronedmg: 1d4 ⇒ 3
#2: 1d20 + 1 ⇒ (18) + 1 = 19 vs Alan CMD for grapple
The wounded imp scores a hit with its tail on the barbarian, causing more damage (and another fort save).
Meanwhile the wiggling imp, almost breaks free, but Alan's wrestling skills hold it in check.
Alan is up...

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Alan will continue to apply pressure to the creatures neck slow cracking it, so that every will hear the vertebrae snapping one by one.
maintain grapple: 1d20 + 5 + 5 ⇒ (16) + 5 + 5 = 26
grapple damage: 1d20 + 5 + 5 ⇒ (4) + 5 + 5 = 14
damage: 1d6 + 3 ⇒ (5) + 3 = 8

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I don't think you need to roll grapple twice if you've already have control of the grapple.
Zynep walks over to Alan while rolling up her sleeves and giving the monk a nod. She drops her whip and attempts to help Alan with his grapple.
"Feisty one, yes?
Grapple/CMB assist vs DC 10: 1d20 + 2 ⇒ (14) + 2 = 16
"Maps, stop playing with your pistol. If you stroke it more then twice its bound to go off."
Flinters
-Zynep
Varg
Maps
Zantir

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"That's the point." Maps mutters, moving to the held imp and pointing his firearm point-blank.
Shoot point-blank with deadly aim: 1d20 + 6 ⇒ (15) + 6 = 21
Damage: 1d8 + 4 ⇒ (6) + 4 = 10

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Walking over to the imp near Varg, Flinters removes a silver blanched arrow from his quiver and stabs at the imp with it.
Attack: 1d20 - 1 ⇒ (9) - 1 = 8 +3 Attack, -4 Light Improvised
Damage: 1d4 + 1 ⇒ (2) + 1 = 3
And just barely avoids stabbing himself in the foot..

GM Aarvid |

Varg, 3 more damage from the last tail sting and with one fort save you are good to go .
Alan easily manhandles the tiny devil, but does not appear to hurt it as, much as he expected. Some popping and cracking is heard from the small but sturdy frame.
Flinders tries to stab one of the imps, but it wiggles away.
Zynep is able to help Alan hold the squirming beast.
Varg is up...
Maps has no problem shooting the held creature, even shooting into melee. The blast makes a notable impact as the creature squeals in pain.

GM Aarvid |

Varg nearly decapitates the little devil and it stops moving.
Maps, it does not look like it did full the damage, but still visibly hurt it...again, posting the type of ammo etc helps. I am seeing magic bullet..
Zantir is up

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"What the.." Maps scowls at the imp, then his gun. "Didn't you say magic would hurt these things!"

GM Aarvid |

=====Round 3 ========
23-Maps (done)
22+Zantir <======
22-creature#2 (dead)
21-creature#1 (grappled)
16-Alan (grappled)
15-Flinders
7+Zynep (-1 dex)
7-Varg

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It’s all in the footwork, Alan, you need to learn to dance a little. Zantir twirls around in a quick two-step then brings his blade down on the grappled Imp.
Silver, Battle Dance, Power Attack.
Attack: 1d20 + 7 + 2 - 1 ⇒ (9) + 7 + 2 - 1 = 17
Damage: 1d6 + 4 + 2 + 2 ⇒ (2) + 4 + 2 + 2 = 10

GM Aarvid |

Zantir spins gracefully, and slashes the imp with the silver that cuts deep into its infernal hide. The little creature appears to blackout...but then, like its cousin, its wounds slowly close and its eyes wink open. It struggles against those holding it...almost breaking loose.
"I will see you all in Avernus! "
1d20 + 1 ⇒ (18) + 1 = 19
It gives a final snarl...

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Zynep continues to assist in the grapple, stretching the imp's neck so that somebody can get a good clean shot to take its head off.
Assist to Grapple vs DC: 10: 1d20 + 2 ⇒ (10) + 2 = 12

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Alan once again starts seperating the poor creatures head from the rest of it's body. Grapple, cause damage, damage rolls:
1d20 + 5 + 5 + 2 ⇒ (4) + 5 + 5 + 2 = 16
1d20 + 5 + 5 ⇒ (10) + 5 + 5 = 20
1d6 + 3 ⇒ (4) + 3 = 7

GM Aarvid |

Alan pulls on the creature, doing enough minor damage to cause it to go unconscious again.
Flinders stabs it with a silvered arrow, causing more blood and gore.
Finally, Zynep holds it for Varg "Cleaver" Stollufsen to chop the small helpless creature into two pieces, thus ending the chapter on its miserable life.
* End Combat *

GM Aarvid |

There is no additional movement or sound from the room. Let me know if anyone wants to do anything else in the room, since your activities were interrupted by the imps.

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Maps looks from the dead imps to his firearm, then to his companions. "Got a fresh enchantment, and I aim to move forward before the magic fades." Loading his weapon with a silver bullet, he strides to the far staircase and descends, his voice echoing back. "Can search here later."

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Zantir unfocuses and follows Maps downward.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23

GM Aarvid |

Maps and Zantir discover a spiral staircase down is clearly visible through the far doorway.
However the doorway is closed by a heavy steel portcullis that looks to be very sturdy and locked into the floor and walls. Getting through this door may take some time.

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"Sh..." Maps adjusts the grip on his weapon, considers shooting the rude portcullis, but decides not to add the silver bullet to the list of lost resources. Stabbing the firearm back into its holster he gets out the tools he recently purchased, for just such an annoying occasion, and begins studying the doorway, looking for traps and a way to open it.
Perception for traps: 1d20 + 7 ⇒ (1) + 7 = 8
Seeing no danger, and not caring to waste time looking, he tries to open it.
Disable device: 1d20 + 10 ⇒ (2) + 10 = 12
Not sure if it can be opened this way, but figured I'd roll.

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Zynep gathers her belongings and makes her way down into the northern storage area. As the other men are rushing off, she takes this time to procure the items she saw stashed inbetween the barreles. When the moment is right, she'll give them to Varg to hold on to.
BTW, do the imps stay or do they disappear when they die?

GM Aarvid |

Maps does not find any traps nor any obvious locks or mechanisms on the portcullis.
Flinders finds the 3 large levers in the floor at ne,se,sw and while looking another covered by bear skin rugs in the nw of the room. Hard to say what they do without trying them.
Zynep gathers the items and glances up to the platform to make sure the bodies of the imps have not moved or disappeared.

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Zantir observes Flinder's search. Oh great, levers. Let's try the NW one.

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"Are all the levers in the same direction? And why would one be covered by rugs? The ones with the least rust might be used more."
Zynep casts Detect Magic and scans the warehouse to make sure they do not leave anything else of value behind.

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"Those mercs were calling down to someone." Maps grumbles, moving back up the walkway and checking the imps. "Any sign of recent use on those levers?"
If either of the imps looks less dead than before, Maps will coup de grâce them with his guisarme.

GM Aarvid |

All of the levers appear to point east. They appear to have recent use, including the one that was covered.
Zantir let me know what you try with the NW one.
The Imp parts ain't going nowhere. :)
Zynep starts scanning the room for magic...