
Ezekiel "Zeke" Smith |

I thought Varrad cast light earlier, so that should be fine for our group; Wulf can just put out his torch.
His crossbow cocked and ready, Zeke whispers a prayer to his deity (guidance) before following the others down the passage.

Garfaulk Sharpstone |

Garfaulk, Fire Lance in hand but not aiming it about, just for security, makes his way forward, glowing brightly for all on his side to be able to see, though it was still a little strange, glowing like that. Still, it was coming in handy for his allies, which was a good enough reason to keep it going. Looking around, he peered into the shadows, trying to see if any gremlins were hiding about.
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Not seeing anything worth a damn, he quietly spoke, hoping they might hear him, if they were lurking nearby, but not so loudly as to shout like a lunatic. "Ello? Anyone out there? We're willin to talk first, if ya have interest in such things." Or at least, he was.
Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
If you think that's more of a bluff, the bonus is the same lol.
What was that about the ledge, and does that ledge in front of me lead downwards?

Ton'iel Wexley |

GM, can you clarify what the red line is on the map please? Also I can see creatures beyond it but I'm not sure if they are the ones we were talking to earlier.

Wulf Torstein |

Wulf continues to move forward, spotting the other group as he passes them nodding and moving forward. "I'm still not sure about this."
Percpetion: 1d20 - 1 ⇒ (17) - 1 = 16

Charles Caskgrip |

Charles creeps forward again. stealth: 1d20 + 12 ⇒ (13) + 12 = 25

GM Mustache |

As Wulf walks forward, he pauses to look around. Seeing nothing he talks another five feet, and his foot catches on something. A trip rope, hidden in the darkness!
Wulf Reflex Save: 1d20 + 1 ⇒ (15) + 1 = 16
Wulf catches himself though, and does not fall over.
Wulf Percep: 1d20 + 5 - 6 ⇒ (16) + 5 - 6 = 15
gremlin stealth
: 1d20 + 16 ⇒ (6) + 16 = 22
gremlin stealth
: 1d20 + 16 ⇒ (19) + 16 = 35
gremlin stealth
: 1d20 + 16 ⇒ (9) + 16 = 25
gremlin stealth
: 1d20 + 16 ⇒ (15) + 16 = 31
gremlin stealth
: 1d20 + 16 ⇒ (5) + 16 = 21
gremlin stealth
: 1d20 + 16 ⇒ (5) + 16 = 21
With a giggle and a blood curdling scream, a tiny figure emerges from the darkness and attempts to stab Wulf! Gremlins succeeded in a stealth check and is doing sneak attack damage!
Gremlin dagger to-hit: 1d20 + 6 ⇒ (16) + 6 = 22
Gremlin dagger damage: 1d3 - 4 ⇒ (1) - 4 = -3 min 1
sneak attack damage: 1d6 + 0 ⇒ (3) + 0 = 3
The tiny creature barely pricks Wulf, but he does hit in a sensitive area, dealing a total of 4 damage.
These tiny gremlins need to actually be on your square in order to attack! That provokes an attack of opportunity for you. But since Wulf is still holding his torch, he does not have his weapon ready to go!

GM Mustache |

Simultaneously, Charles also trips on a rope!
Charles Reflex Save: 1d20 + 7 ⇒ (8) + 7 = 15
The able bodied thief is barely able to maintain his footing!
gremlin percep : 1d20 + 6 ⇒ (14) + 6 = 20
gremlin percep : 1d20 + 6 ⇒ (14) + 6 = 20
gremlin percep : 1d20 + 6 ⇒ (14) + 6 = 20
gremlin percep : 1d20 + 6 ⇒ (1) + 6 = 7
gremlin percep : 1d20 + 6 ⇒ (20) + 6 = 26
gremlin percep : 1d20 + 6 ⇒ (4) + 6 = 10
Nothing comes out of the darkness to swipe at Charles. By sticking to the shadows, he must have avoided notice.
Note about the tripwires: You can see them on Roll20 now. Disable them with a standard action, or else take an acrobatics check during your move turn to step over them. If you forget- I'll make you a reflex save!

Ezekiel "Zeke" Smith |

Sorry, I meant that Varrad has light as a spell known, so he could easily cast it again.

Ezekiel "Zeke" Smith |

Zeke moves forward (move action), and reaches out to try and touch the tiny fey creature with his deity's touch of darkness (standard action).
touch attack: 1d20 + 0 + 2 + 1 ⇒ (16) + 0 + 2 + 1 = 19 (BAB + DEX + guidance)

Garfaulk Sharpstone |

Garfaulk, who has been watching as Charles advanced, presumable sees him trip, or at least sees him on the ground once he approaches. "Aye, ya all right? And didja hear tha? Sounds like sumthin's attackin!" He made his way further up, past Charles and the rope, hopping over it as best he could.
Acrobatics: 1d20 + 7 ⇒ (9) + 7 = 16
Once past, he aimed his weapon in the distance, waiting to fire upon any gremlin to dare pop into his line of vision.
Readying to attack with the Fire Lance since I still haven't seen them or know that melee weapons would be a better choice.

Ton'iel Wexley |

Ton moves up but keeps an eye on the way behind and beside them, hoping not to be flanked.
Perception: 1d20 + 7 ⇒ (14) + 7 = 21
Arcane Pool 9/10

Charles Caskgrip |

disable device: 1d20 + 12 ⇒ (11) + 12 = 23Perception: 1d20 + 12 ⇒ (6) + 12 = 18Better safe than sorry, Charles undoes the tripwire and listens carefully while slowly moving forward. (Standard action to disable, free action to listen, move action to go forward.) Stealth: 1d20 + 12 ⇒ (7) + 12 = 19

GM Mustache |

Varrad moves up 15 feet, near to Wulf, but is unable to get a swing off, being stuck behind a rock outcropping. He decides to move another 15 feet, making it past Wulf, and position himself better for next round.
Doing so provokes an attack of opportunity, but the gremlin misses.
Gremlin dagger to-hit: 1d20 + 6 ⇒ (1) + 6 = 7
Gremlin dagger damage: 1d3 - 4 ⇒ (1) - 4 = -3

Charles Caskgrip |

Ooop, you're right. Sorry, boss.

GM Mustache |

ROUND 2 SUMMARY
Wulf steps up, nearly get tripped by a rope, but manages to hold his ground. Immediately a gremlin jumps next to him and stabs. Zeke steps behind Wulf, reaches out and touches the gremlin to empart touch of darkness. caster level check: 1d20 + 5 ⇒ (7) + 5 = 12 Zeke successfully touches him, but the spell has no effect. Spell resistance... I gave you a +3 for intelligence, +1 for level, +1 for a trait it looks like you have. Let me know if I missed something.
Charles stealthfully moves forward, also nearly trips but manages to catch himself. Garfaulk and Ton move near to Charles, staying close. From his position, Ton does not see any new enemies or traps.
Varrad moves up also.
gremlin stealth : 1d20 + 16 ⇒ (2) + 16 = 18
gremlin stealth : 1d20 + 16 ⇒ (13) + 16 = 29
gremlin stealth : 1d20 + 16 ⇒ (17) + 16 = 33
gremlin stealth : 1d20 + 16 ⇒ (17) + 16 = 33
gremlin stealth : 1d20 + 16 ⇒ (18) + 16 = 34
gremlin stealth : 1d20 + 16 ⇒ (7) + 16 = 23
Wulf Percep: 1d20 + 5 - 6 ⇒ (12) + 5 - 6 = 11
Ton'iel Percep: 1d20 + 5 - 0 ⇒ (11) + 5 - 0 = 16
Charles Percep: 1d20 + 12 - 0 ⇒ (2) + 12 - 0 = 14
Charles: +1 to locate traps
Zeke Percep: 1d20 + 6 - 0 ⇒ (15) + 6 - 0 = 21
Varrad Percep: 1d20 + 8 - 0 ⇒ (9) + 8 - 0 = 17
Garfaulk Percep: 1d20 + 3 - 0 ⇒ (8) + 3 - 0 = 11
gremlin percep : 1d20 + 6 ⇒ (13) + 6 = 19
gremlin percep : 1d20 + 6 ⇒ (12) + 6 = 18
gremlin percep : 1d20 + 6 ⇒ (7) + 6 = 13
gremlin percep : 1d20 + 6 ⇒ (18) + 6 = 24
gremlin percep : 1d20 + 6 ⇒ (19) + 6 = 25
gremlin percep : 1d20 + 6 ⇒ (8) + 6 = 14
Two new gremlins spring into action. They come from the shadows, and Garfaulk and Charles do not see them before it is too late. The first gremlin hits Garfaulk (barely, against FF AC), dealing a brutal 6 damage.
The second gremlin must have spotted Charles sneaking about; the creature launches a nasty strike against Charles, hitting and doing 6 damage! (again, barely hitting FF AC)
Gremlin dagger to-hit: 1d20 + 6 ⇒ (7) + 6 = 13
Gremlin dagger damage: 1d3 - 4 ⇒ (2) - 4 = -2
sneak attack damage: 1d6 + 0 ⇒ (5) + 0 = 5
Gremlin dagger to-hit: 1d20 + 6 ⇒ (9) + 6 = 15
Gremlin dagger damage: 1d3 - 4 ⇒ (1) - 4 = -3
sneak attack damage: 1d6 + 0 ⇒ (5) + 0 = 5
ROUND 3
1 Wulf
2 gremlin 1
3 Varrad
4 Garfaulk
5 Ton'iel
6 Charles
7 Zeke
8 gremlin 2
9 gremlin 3
WULF, you go! Things are getting complicated. We will take this a little slower for this round. (I made one mistake I think in the previous round. Wulf didn't see the gremlin, so he wouldn't have gotten an attack of opportunity even if he was using his melee weapon. Please call out other mistakes if you see them being made... maybe in the discussion thread.)

Garfaulk Sharpstone |

Do I get my readied action to try to shoot one? I know I didn't see it till it got close, but I see it now, yes?

Ezekiel "Zeke" Smith |

Ew, Spell Resistance. I only get a +1 on that roll, for my caster level. No ability score vs Spell Resistance. Just for your reference, the trait lets me increase my caster level in a class by 2 when I multiclass, but not above my character level. I also have a racial trait that increases caster level by 1, again not above character level. This will ensure that my wizard caster level keeps up with my character level, at least. Still, Spell Resistance sucks for Zeke. :)

GM Mustache |

Ew, Spell Resistance. I only get a +1 on that roll, for my caster level. No ability score vs Spell Resistance. Just for your reference, the trait lets me increase my caster level in a class by 2 when I multiclass, but not above my character level. I also have a racial trait that increases caster level by 1, again not above character level. This will ensure that my wizard caster level keeps up with my character level, at least. Still, Spell Resistance sucks for Zeke. :)
Okay, I gotcha! Thanks for explaining! I always forget the in's and out's of caster level checks.

Wulf Torstein |

I trust you can't do anything wrong :P But if I do spot something glaring I'll make sure to say something.
Wulf cries out as the little creature strikes true it's unexpecting size packing a punch. Looking down at the creature he feels a pang of guilt that they came here but he knows what has to be done.
Dropping his torch, Free action He grips his hammer in both hands and lifts it up above his head. Standard
Hammer Swing: 1d20 + 1 + 3 - 1 ⇒ (20) + 1 + 3 - 1 = 23 BAB+Str-power attack
Hammer Damage: 2d6 + 4 + 3 ⇒ (5, 5) + 4 + 3 = 17 Str+Power atack
Hammer Swing Crit Confirm: 1d20 + 1 + 3 - 1 ⇒ (19) + 1 + 3 - 1 = 22 BAB+Str-power attack
Hammer Damage Crit: 2d6 + 4 + 3 ⇒ (3, 5) + 4 + 3 = 15 Str+Power atack
Bring it down hard, finally getting the hit. But is shocked as the small creature is smashed completely under his hammer.
Now the good rolls are coming.
HP - 10/14

GM Mustache |

The gremlin that was bothering Wulf is now gremlin jelly!
Crit card: It doesn't matter really what it says, cause this thing is dead! But your crit card was: Multiplier-1, target is permanently blinded. I wanted to point this out, because contrary to what I said when we first started, I realize now it is possible to do lesser damage with a crit card but when that happens it is because the flavor penalty is really strong- like permanent blindness. There is a save to avoid the blindness, which I won't bother making.
ROUND 3 CONTINUED
1 Wulf
2 Varrad
3 Garfaulk
4 Ton'iel
5 Charles
6 Zeke
7 gremlin 2
8 gremlin 3
Go if you are bold!

Charles Caskgrip |

cold iron dagger attack: 1d20 + 4 + 1 + 2 ⇒ (17) + 4 + 1 + 2 = 24damage and sneak attack: 1d3 + 1d6 ⇒ (2) + (6) = 8
Charles snarls at the attackers, and, noticing one has his attention on Garfaulk, slips his cold iron dagger into the little bastard's back. (Full attack action)
These things are smaller than me! I don't trust anything smaller than me ...

Ton'iel Wexley |

Mswk longbow shot, spell combat, arcane pool: 1d20 + 0 + 4 + 1 - 2 ⇒ (7) + 0 + 4 + 1 - 2 = 10 (BAB+Dex+Arcane Pool-spell combat)
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
Ton fires at the little gremlin harassing Garfaulk but swears under his breath as his arrow flies wide and clatters off the tunnel wall.
Switching tactic he raises a hand and a sudden burst of light explodes around the head of the gremlin but that too seems to have no effect so his cursing becomes all the more foul.
Daze, spell resistance: 1d20 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Full round action to spell combat but assuming 7 doesn't beat SR
Arcane Pool 8/10

Ezekiel "Zeke" Smith |

Zeke puts his crossbow away (move action) and picks up Wulf's torch (standard action).

Ton'iel Wexley |

Ton laughs heartily as the gremlins cry out.
"It's the cold iron, Charles. You're making the little bastards soil themselves, they are so scared of it haha!"

Garfaulk Sharpstone |

Garfaulk laughs as Charles flays the gremlin-he never liked those things, and was glad they were able to fight them. Pulling his mace, he couldn't help but take a swing, but was mostly there to suport Charles, given how distant he seemed to be
Light Mace: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12 o (Flanking+Dex)
Damage: 1d6 ⇒ 6

GM Mustache |

His friends dead, the remaining gremlin panics. He rushes away, provoking attacks of opportunity from Garfaulk, Charles, and Varrad.
Varrad:
longsword w/ str boost longsword swing: 1d20 + 4 ⇒ (14) + 4 = 18
damage w/ str boost damage: 1d8 + 4 ⇒ (8) + 4 = 12
Garfaulk and Charles don't even get a chance to blink though, as Varrad's sword whips out and catches the gremlin in the neck. This time, he falls.

GM Mustache |

SUMMARY OF ROUND 3
Wulf, Charles, and Verrad each take down a gremlin by themselves, but the party is not unscathed. Wulf, Charles, and Garfaulk have each taken bad hits.
You suspect the battle is not yet done. But ahead of you (green line), the cave opens up again, and all of you should be able to walk upright and easily again.
ROUND 4
1 Wulf
2 Varrad
3 Garfaulk
4 Ton'iel
5 Charles
6 Zeke
EVERYONE GO!

Charles Caskgrip |

"Zeke. Healing. Gather round."

Ezekiel "Zeke" Smith |

Zeke moves up and does a brief check of the party, noting that both Wulf and Charles seem to be injured. He takes advantage of the lull in combat to channel positive energy, holding up his ring to his forehead and extending his other arm with the torch.
Channel energy: 1d6 ⇒ 2 points healed
There is a faint aura of bright green light throughout the area, though it doesn't seem to actually illuminate anything.
If everyone is willing to wait another round or two, I can do it two more times. It looks like all three of you are still hurt.

Ezekiel "Zeke" Smith |

Zeke wrinkles his nose and silently begs his god to dig a little deeper on behalf of his friends.
Channel energy: 1d6 ⇒ 6 points healed
Now that's more like it! Thanks Groetus! We'll do our best to bring about the end of the world for you!

Garfaulk Sharpstone |

Garfaulk breathes a quick sigh of relief as some of his wounds seal up. "ooo, thanks lad-tha's some good stuff, really hits the spot. Charles, tha's a nice blade there, mind if I take a peak fer a second at it? Might have an idea if we find more gremlins"

Wulf Torstein |

We don't have any round buffs really, It's always best to go in full
"Thanks, Zeke." Wulf turns around checking the back of his leg for the cut seeing only dried blood. "I'm fit and ready to keep going. I nearly tripped on one of their traps maybe we should slow down and check the way." He takes out a scrap of cloth and wipes his hammer down, more pangs of guilt cross his mind. "I wish we could have tried to talk this out but they seem set on attacking us."
hp- 14/14 I couldn't update my stat line for health last night but I will make sure to be on top of it more

GM Mustache |

Wulf and everyone, in the middle of battle, I think just recording it in the text is fine like you did. If we go between battles and you are down, that is a good time to update to vital stat line. Charles, yea or nay on Garfaulk's offer? After that, it is time to push forward. You are still in combat, this was just a 15 second breather.

Charles Caskgrip |

Charles guardedly shows the dagger to Garfaulk. "They hate cold iron."

Garfaulk Sharpstone |

Garfaulk nods, then will cast Silent Image, creating a ring of floating cons iron daggers around himself with a grin "Might be able to fool em with these, keep em at bay a bit"
if it needs to be only one object, I'll connect them with a chain. About a dozen of them :D