
GM Mazra |

Garrath and Brandark takes each of the left and right ramps, ready to strike. They are then strangely uplifted by their new comrades words.
GMPC Elektra - Elektra will position herself at a point to see the action, both left and right, and be ready for when the Uglies move.
The Uglies attack. Garrath strikes down dead the one to the right. Brandark gets his axe into one to the left, even as he sees a third with a Ranseur in hand follow.
Elektra will send forth a spray of Acid on the one on Brandark.
Acid Spray: 1d20 + 1 + 2 + 1 ⇒ (18) + 1 + 2 + 1 = 221d3 ⇒ 2
BAB + Dex + Inspiration
The orb of Acid hits true.
The remaining Uglies gang up on Brandark.
The injured one tries to bite the Dwarf, while the other thrust with his polearm.
Ugly 3 Bite: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (2) + 1 = 3
Brandark takes 3 points of damage.
Brandark Will Save: 1d20 + 1 ⇒ (1) + 1 = 2
Again Brandark becomes Sickened by sinful wrathful thoughts that plague his mind. -2 on about everything, for 1d6 minutes.
Duration: 1d6 ⇒ 4
Ugly 2 Ranseur: 1d20 + 3 ⇒ (19) + 3 = 222d4 + 1 ⇒ (3, 4) + 1 = 8
The RNG does not like you indeed. Brandark takes another 8 points of damage.
With the extra inspiration from Calene, Kelvin will put an arrow in the Ugly that bit Brandark. It falls.

Ranger Shalelu |

Shalelu will move to the Northern most point of the platform as she watches Kelvin put an arrow in one and falls. She takes Deadly Aim at the one with the Ranseur.
Comp. Longbow DA: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 201d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7
She sticks the Ugly.
Round Two
Calene now goes first, followed by Garrath, Brandark, Elektra, the Last Ugly (for a while), Kelvin then Shalelu.

Brandark Plainswalker |

Ow, you fuglies have a lot to learn about trying to chew on a Dwarf.
With that, Brandark shifts off the steps and attempts to hack down the Ugly with the Ranseur.
attack: 1d20 + 3 ⇒ (2) + 3 = 5
damage: 1d10 + 6 ⇒ (1) + 6 = 7
Even if I had a shield equipped, it would not have made a difference on those attacks. :(
Yup, it officially hates me. :(

Calene Valdemar |

Kelvin, your longbow should be gaining a +1 to attack and doing +1 damage due to the Inspire Courage. Calene will end the performance this round as a free action, but the effect will continue due to the Lingering Performance feat.
Calene's focus shifts towards Brandark. She rushes down the stairs, hands flickering through a series of short prayers as she casts a spell. At the bottom, she extends her hands towards the dwarf, and lets the healing energy wash over him.
Cure Light Wounds: 1d8 + 2 ⇒ (6) + 2 = 8
"Is there a proper way to chew on a dwarf?"

Brandark Plainswalker |

No Calene, that is why things that know dwarves, have learned not to try and chew on us. Too tough and stringy apparently. However, my thanks to you and your god for the healing.

Garrath Tricks the Giants |

Garrath ducks under the wooden walkway that connects 10' above and rushes to help Brandark. "Dwarves are not for eating!
attack Ranseur carrying Ugly: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
damage: 2d4 + 7 + 1 ⇒ (4, 1) + 7 + 1 = 13

GM Mazra |

Calene rushes forward to provide healing to Brandark. Garrath capably negotiates a dead Ugly's body and supports for the ramp to attack the Ugly with a Ranseur.
The Ugly sees the Barbarian approaching an opportunistically takes an attack with the Ranseur.
AoO Ranseur: 1d20 + 3 ⇒ (7) + 3 = 102d4 + 1 ⇒ (4, 3) + 1 = 8
But the Barbarian was just too quick, dodging the attack. Garrath then manages to slice into the Ugly, dropping it.
Victory!
Debris, bones and cracked skull litter the Prison. Most of the cells that line the walls contain skeletons.

Brandark Plainswalker |

Kicking the Ranseur out of the uglies hand, Brandark then lops it head off.
These things seem awful bitey, and it makes me sick.
do you want me to run the countdown ?

Kelvin Fleetwood |

Perception (search room): 1d20 + 7 ⇒ (16) + 7 = 23
Stealth: 1d20 + 9 ⇒ (4) + 9 = 13
"Those things just like you, don't they Brandark" says Kelvin, chiding the dwarf, "but they can not seem to bite past your tough hide!"
Kelvin helps search the room, while the condition wears off Brandark, then he climbs back up on the platform and stealthily heads down the corridor to investigate the next area, with everyone else trailing.

Brandark Plainswalker |

Grinning at Kelvins comment, Brandark quips I could always let them by to chew on you

Calene Valdemar |

Calene wanders over to a pile of bone, and takes a knee to get a better look. "Old or new?" she mumbles to herself.
Perception: 1d20 + 3 ⇒ (15) + 3 = 18
To notice if there is anything in the pile, or odd around it in general.
Heal: 1d20 + 7 ⇒ (16) + 7 = 23
To determine if there is anything notable about the bones. Humanoid or not, long-dead or recently-slain, etc.

GM Mazra |

Calene notices that the bones are humanoid. They are quite dry and brittle. They have been dead a long time, but Calene is uncertain how long. The curiosity is that the wooden platform, walkway and ramps should have crumbled from decay if they too are as old as these bones.
Moving on up the hallway.
When Kelvin moves up the hallway, he sees a room that contains several ancient relics of what appear to be torture implements, although their function and style seem strange and archaic. In one corner sits a spherical cage with spikes protruding inward from its iron bars. In another stands what appears to be a star-shaped wooden frame, its surface studded with hooks. And in the center of the room is a long table covered with leather straps and a number of cranks that seem designed to rotate and swivel.
There is a door to the South and East.

Elektra Stardancer |

Looking at the torturing chamber Elektra just sighs.How much pain must have been inflicted here. Gripping her ranseur tighter she moves to the middle of the room casting a spell of reveal magic auras.

Kelvin Fleetwood |

Perception (Trapfinding): 1d20 + 8 ⇒ (17) + 8 = 25
Takes 20 on open lock for a total of 32
Back in room with fuglies
"Hey there is something in this cell" Kelvin mentions to Brandark. "Watch my back while I unlock the door and check it out" He searches for traps, then picks the lock, and if the "red glint" is not alive he will pick it up and show Brandark and the others.
In the torture chamber
Perception: 1d20 + 7 ⇒ (6) + 7 = 13 southern
Perception (Trapfinding): 1d20 + 8 ⇒ (19) + 8 = 27
Perception: 1d20 + 7 ⇒ (19) + 7 = 26 eastern
Perception (Trapfinding): 1d20 + 8 ⇒ (13) + 8 = 21
"I'll check out the southern door first, then the eastern door." as he listens at each door and searches or traps on each door.

GM Mazra |

Kelvin does not find a trap on the cell door. The lock was difficult considering the archaic design and extreme age, but Kelvin was able to pick it and open the door. A skeleton lies curled up on the floor, what clothing falls to dust once disturbed. The glint of red appears to have been possibly woven into the hem of its garment. But became exposed as the clothes deteriorated with age. Whatever magic protected the wooden platform, clearly was not on the clothing. When Kelvin reaches down to pick it up, it falls with the dust of the clothing on to the floor. It is a brilliantly cut gemstone.
When Brandark sees it, he will note that it is too bright for a Garnet. It looks like a Ruby. It appears to be nearly three Carats in size.
Torture Chamber
Kelvin hears nothing and he believes there is not a trap on the Southern Door. Also, there is not a trap on the Eastern door as well. But he hears a very faint moaning sound coming from the Eastern door.

Brandark Plainswalker |

Well, I'll be a son of an orc. That is a nice find Kelvin
Brandark comments as he follows Kelvin into the other room.

GM Mazra |

It sounds stupid but is a spell like that common. It would, could be a major boon to artists or for food preservation.
There are spells like Purify Food & Drink. A Permanency spell could be added to them. So such Magic is available, but costly in the current Golarion system. This is ancient Thassilonian magic, and it seems like it was far more common place. It was used on many things, though clearly not everything was made with Preservation magic included in the manufacture.

Garrath Tricks the Giants |

Garrath lays a hand on Elektra's shoulder gently, and looks at her white knuckled grip on her ranseur. "If you grip that any tighter, you'll splinter the haft." He winks at her, hoping to lighten her mood.

Brandark Plainswalker |

Shaking his head, I hope not, whoever she ends up marrying will have a handful to deal with.
Well, lets get this over with After ensuring everyone is ready,
Brandark pulls his shield off his back, and then opens the door to the east.

Calene Valdemar |

I think our standard order will be, from front to back, Brandark, Garrath, Calene, Kelvin, Elektra. Just going off melee vs. non-melee, and Brandark has the highest AC. If anyone wants to shuffle themselves, feel free to change it up! This is just a suggestion.

Brandark Plainswalker |

I would swap Kelvin and Elektra, so if something does sneak around, there is someone who isn't quite so squishy in the back. :)

GM Mazra |

I went with the first suggestion with Kelvin in the rear. Actually Shalelu will take the rear for now. ;) It may be helpful to come up with a standard marching order for both single file and two abreast.
Initiative Elektra: 1d20 + 7 ⇒ (7) + 7 = 14
Initiative Brandark: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Garrath: 1d20 + 9 ⇒ (11) + 9 = 20
Initiative Kelvin: 1d20 + 6 ⇒ (3) + 6 = 9
Initiative Calene: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative Shalelu: 1d20 + 3 ⇒ (12) + 3 = 15
Initiative Mutant Goblin : 1d20 + 2 ⇒ (20) + 2 = 22
Wow. Mutant Goblin goes first. I wasn’t expecting that.
As the party descends down the stairs, they see that the ceiling of this strangely cold chamber arches to a vaulted height of twenty feet. The floor contains eleven wooden lids strewn haphazardly over eleven five-foot-wide pits in the ground. From the darkness within these pits echo up strange shuffling sounds and, every so often, a low moan.
A hideously deformed Goblin with three arms and hands, a weapon in each, rounds the corner at the bottom of the stairs. He appears like he is about to vomit, but instead spews a line of the most foul putrid spittle that one could possibly imagine. The first three in line will be affected, Brandark, Garrath and Calene.
DC 13 Reflex Save. Save takes one half of 2d4 Acid damage. There is also a DC 13 Fort Save or become nauseated for one round.
Brandark Reflex Save: 1d20 + 2 ⇒ (17) + 2 = 19
Calene Reflex Save: 1d20 + 3 ⇒ (6) + 3 = 9
Garrath Reflex Save: 1d20 + 3 ⇒ (14) + 3 = 17
Acid Damage: 2d4 ⇒ (3, 4) = 7
Brandark Fort Save: 1d20 + 5 ⇒ (8) + 5 = 13
Calene Fort Save: 1d20 + 4 ⇒ (2) + 4 = 6
Garrath Fort Save: 1d20 + 5 ⇒ (8) + 5 = 13
Brandark and Garrath was able to duck most of the foul spittle, only to have Calene take the hideous brunt.
Calene takes 7 points of damage and is nauseated. She can only make a single move action on her initiative. Brandark and Garrath takes 3 points of damage. It's Garrath's turn. The bigger image is just to see what you are fighting.

Ranger Shalelu |

The initiative order is the Mutant Goblin, then Garrath, Shalelu, Elektra, Calene, Kelvin then Brandark.
Shalelu will hold her action until she can at least reach the top of the stairs.

Brandark Plainswalker |

Typical, my delivery will be in 3 to 5 working days. :)
If it is still alive and in that spot on my initiative
Grimacing slightly at the acidic spit that dribbled over his arm from the front of his shield.
Well something fell out of the ugly tree
Brandark rushes down behind his shield and attempts to push the goblin into the room.
bull rush: 1d20 + 5 ⇒ (16) + 5 = 21
it will get an attack of opp as I don't have improved bull rush

Garrath Tricks the Giants |

Garrath will wait for Brandark. Is the map updated with the move?

Brandark Plainswalker |

I didn't update the move, as I wasn't sure what everyone was going to do. I'll update it now.

Garrath Tricks the Giants |

Garrath bellows out his challenge into the face of the mutated goblin and rushes forward, swinging his Falchion.
Attack Xmen Goblin: 1d20 + 7 ⇒ (14) + 7 = 21
damage: 2d4 + 10 ⇒ (1, 2) + 10 = 13

Calene Valdemar |

Oh geez those rolls.
Calene opens her mouth to utter a word of power, only to have it filled with a noxious, foul substance. The only sound she manages to produce is a light choking noise. She moves back around the corner to recuperate from her traumatic experience.

Ranger Shalelu |

Shalelu moves closer to get a more point blank shot. She takes Deadly Aim at the Mutant Goblin.
Comp. Longbow: 1d20 + 5 + 1 ⇒ (12) + 5 + 1 = 181d8 + 3 ⇒ (4) + 3 = 7
Shalelu manages to hit the grotesque Goblin with an arrow.
Elektra still has an action in the Round. The revised order will be, Mutant Goblin, Elektra, Calene, Kelvin, Brandark, Garrath, finally Shalelu. @Elektra - Go ahead with round one and two actions.

Brandark Plainswalker |

Someone had to take the risk, now we have a bit of room to fight, and not remain stacked up as lightning bolt bait. :)

Goblins say You be Food |

Round Two
This assumes that the Mutant Goblin survives Elektra's Round One actions.
Spouting off in Goblin the crazed Goblin erupts in a flurry of blades against the pushy Dwarf.
Flaming Longsword: 1d20 + 4 ⇒ (6) + 4 = 101d8 + 4 + 1d6 ⇒ (8) + 4 + (1) = 13
Silver Dagger: 1d20 + 3 ⇒ (1) + 3 = 41d4 + 1 ⇒ (4) + 1 = 5
Mwk Handaxe: 1d20 + 3 ⇒ (12) + 3 = 151d6 + 1 ⇒ (6) + 1 = 7
But the Dwarf's armor and shield, plus the crazed way of the little creature failed to land even one blow.

Garrath Tricks the Giants |

Garrath watches in amazement at the flurry of three arms flinging around all that metal, and then just chops down at the goblin.
attack xmen goblin: 1d20 + 7 ⇒ (1) + 7 = 8

Brandark Plainswalker |

Round 2
Shut up you overgrown son of an orc!! I still have a headache
Brandark shift 5' south to get out of the line of fire of the rest of the group, and then attempts to hammer the goblin into the dirt.
attack: 1d20 + 3 + 2 + 1 - 1 ⇒ (17) + 3 + 2 + 1 - 1 = 22
damage: 1d10 + 3 + 2 + 2 ⇒ (3) + 3 + 2 + 2 = 10
move equivalent 5' shift, swift challenge, standard attack
challenge does this "Whenever an order of the dragon cavalier
issues a challenge, his allies receive a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the cavalier possesses."

Calene Valdemar |

Calene stumbles back down the stairwell, casting a spell as she descends. After stepping down a few stairs, she halts and extends her left hand, the back side of her hand facing out towards the mutant goblin.
"Drop. Your. Weapons," she calls in a divine command.
Sacrificing obscuring mist for Command: Drop. Will Save DC 14 to negate. It's a mind-affecting, language-dependent affect, so I'm hoping he speaks common.