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Marra opens the southern door. The carvings in the floor of the chamber glorify Akmajet, showing him leading an army of undead against a city. The carvings represent a grandiose fantasy rather than a historical event. Another door stands at the end of this chamber.

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Society: 1d20 + 4 ⇒ (7) + 4 = 11
"Interesting carvings, wouldn't you say?"

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Finding no traps Marra heads towards the door at the far end of the room. Pushing it open reveals a trio of embalming pools. The colorful pits in this room are each 5 feet deep. They were once filled with embalming fluids, but the liquid within has evaporated over the centuries, leaving a powdery residue. Crouched over one of the pools is a young man, very clean shaven and well kept. He turns to look at the intrusion. "Oh, hello! And who might you all be?" He glances nervously at the drawn weapons.

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Society: 1d20 + 4 ⇒ (1) + 4 = 5
"Carvings look like great dragons! I think I see one that looks like me!"
What do you expect from a Nat 1! :)

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Rovina steps forward, "We are the agents charged with documenting what has been found here." She gives the man a friendly smile, catching his stare at the weapons. "No need to fret, those were if we came across dangers, excluding present company"
diplomacy to make impression: 1d20 + 10 ⇒ (4) + 10 = 14
"I am Rovina Sverdsdottir. We were not expecting other agents to be here. The Venture Captain of this area had advised us that we were gonna be first in after the excavations wrapped up."
"Surely it is a mix up. Just let me look over your permit and see if that is the case" She then pulls the permit they received out and holds it up. "I'll show you mine, if you show us yours" She says with a wink.
request: 1d20 + 10 ⇒ (4) + 10 = 14
Oof

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Mik-mek also steps forward. "Are you the only one from the other group? Surely you couldn't have come in all by yourself. May we see your permit?"
Diplomacy: 1d20 + 4 ⇒ (14) + 4 = 18
He points to Rovina. "My colleague here has ours, if you need to see it."

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As discussed earlier Marra is not currently holding a weapon.
"You must be Durvin. Bit of a mixup maybe?"
She then enters the room and moves along the right side of the room looking into the dry pools.

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Thrass, completely at ease, follows Marra and has a look into the pool as well. His tongue darts in and out, tasting the air above the residue.

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"So who sent you? I'm sure your Venture-Captain will like to know about this."

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He hands his permit over to Rovina. "I am the only one from my team to stay behind. We were done here, I just stayed back to take a few more days and document it all. Yu know all about that explore, report, corroborate." He smiles slightly. Rovina looks over the permit. The requester of this permit was Venture-Captain Norden Balentiir, and the date of approval is almost a year ago. With the exception of the date, this permit is almost identical to the one in your possession. "I am surprised you don't recognize me. I am fairly famous after all, a pioneer of the exploration of Azlanti ruins and the discoverer of a lost serpentfolk city."

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PFS Lore: 1d20 + 4 ⇒ (19) + 4 = 23
Mik-Mek turns to his companions. In a low voice, he whispers "I'm fairly certain there aren't any famous Pathfinders with his name. Vigilant Seal's leader is Eando Kline and one of the Society's founders is Durvin Gest. This fellow might not be who he seems to be."

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"Norden Balentiir is the one who had sent us and this permit is old. If he had only been recently informed that we would be allowed to explore, then how could you have been sent with an old permit? This is not adding up, sir. Do not play us for fools."

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PFS Lore: 1d20 + 5 ⇒ (1) + 5 = 6
woof..not blowing this
PFS Lore + Hero Point: 1d20 + 5 ⇒ (18) + 5 = 23
"Aleksandre is correct. The issuing government just now got around to approving us this site. Durvin Gest was the name of one of the founders of the Society."
"Also, the motto is "Explore, Report and Cooperate." She hands the phony permit back to "Durvin" "Now, you need to come clean and tell us who you really are and what you are doing here? I can assure you we do not want blood shed, but are perfectly capable of causing it."
If combat does break out. will use this focus spell as a reaction. call to arms. +2 status bonus to everyone's initiative and everyone gains 2 temp hit points.

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All lights in the sanctum fail for a moment, both the braziers and any lights you have brought with you. An eerie moaning sound fills the sanctum. After this flicker you see Durvin's eyes wide. "Something corrupt lurks in here..." The piles of rubble on the southern edge of the room are entrances to an arthropod’s burrow. The dark presence spooks them from their den.
Hundreds of centipedes come swarming out of their den. Durvin screams and makes ready to run from the room.
Marra Nelandra, Defend: 1d20 + 8 + 2 + 1 ⇒ (1) + 8 + 2 + 1 = 12
Aleksandr Ostenoff, Repeat a Spell: 1d20 + 4 + 2 + 1 ⇒ (18) + 4 + 2 + 1 = 25
Thrass, Search: 1d20 + 7 + 2 + 1 ⇒ (4) + 7 + 2 + 1 = 14
Rovina, Search: 1d20 + 8 + 2 + 1 ⇒ (6) + 8 + 2 + 1 = 17
Rhuzzik, Scout: 1d20 + 7 + 2 + 1 ⇒ (7) + 7 + 2 + 1 = 17
Mik-Mek, Avoid Notice: 1d20 + 7 + 2 + 1 ⇒ (9) + 7 + 2 + 1 = 19
Centipedes: 1d20 + 10 ⇒ (15) + 10 = 25
Hissing and angry at the intrusion the centipedes sure and begin crawling all over Rovina.
Swarm Damage (Rovina): 1d8 ⇒ 6 DC 21 Basic Reflex save + DC 21 Fort save for Centipede Poison
Swarm Damage (Rovina): 1d8 ⇒ 2 DC 21 Basic Reflex save + DC 21 Fort save for Centipede Poison
Centipede Poison (DC 21 Fort Save)
Stage 1 1d6 poison damage and flat-footed (1 round)
Stage 2 1d8 poison damage, clumsy 1, and flat-footed (1 round)
Round 1
------------------------------------------
Centipedes
-----------------------------------------
Aleksandr (2 Temp HP)
Mik-Mek (2 Temp HP)
Rovina (2 Temp HP)
Rhuzzik (2 Temp HP)
Thrass (2 Temp HP)
Marra (2 Temp HP)

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Urging his companion to stay back, Aleksandr sings a magical note that causes vibrations that wrack the swarm.
◆◆Haunting Hymn 4 sonic damage, DC 17 basic Fortitude save.

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Mik-Mek runs into the room. He takes one look at the centipedes and hurls the dart he'd been holding at them. He then raises his buckler in defense.
Dart attack: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d4 + 1 ⇒ (4) + 1 = 5
◆ Stride
◆ Dart
◆ Raise Buckler

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reflex vs swarm 1: 1d20 + 6 ⇒ (14) + 6 = 20 6 damage
fort vs swarm 1: 1d20 + 7 ⇒ (8) + 7 = 15 1d6 ⇒ 1 poison damage
reflex vs swarm 2: 1d20 + 6 ⇒ (8) + 6 = 14 2 damage
fort vs swarm 3: 1d20 + 7 ⇒ (9) + 7 = 16 1d8 ⇒ 8 poison damage
17 damage, clumsy 1 and flat-footed. Currently setting at stage 2 of poison. Also, minor curse active.
This better not be your doing
Rovina moves out of the centipedes and out of the room.
She draws her weapon and....
forgot to get bombs
cast shield.
fort save vs poison: 1d20 + 5 ⇒ (5) + 5 = 10 progressed by 2
◆Stride
◆Draw Weapon
◆cast shield

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Rhizzuk protects Rovina from 5 damage with his Paladin reaction.
Rhizzuk draws his meteor hammer and slams it into the swarm twice, trying to squish as many centipedes as possible.
hammer time: 1d20 + 10 ⇒ (6) + 10 = 16
bludgeoning damage: 1d8 + 4 ⇒ (8) + 4 = 12
If the first attack misses the second gets +1 from backswing.
hammer time: 1d20 + 10 - 5 ⇒ (3) + 10 - 5 = 8
bludgeoning damage: 1d8 + 4 ⇒ (5) + 4 = 9

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Hundreds of centipedes come swarming out of their den. Durvin screams and makes ready to run from the room.
From the tactical map, it looks like Durvin's halfway down the hallway already :)

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Thrass is completely surprised by the sudden appearance of hundreds of bugs, ten feet away from him. He turns around and asks, "Marra, is Gozreh okay with-" but he sees Marra pelting out of the room. He sees the others laying into the bugs, so he figures it's okay.
◆ He goes to stand on his tippy-toes and pulls his limbs together in a defensive stance. Crane Stance. ◆ He takes a few steps closer, and starts pummelling the pile of bugs with a ◆ Flurry of Blows.
Flurry of Blows, attack 1: 1d20 + 9 ⇒ (6) + 9 = 15
Flurry of Blows, attack 2: 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
Damage?: 1d6 + 4 ⇒ (6) + 4 = 10 bludgeoning damage
Damage?: 1d6 + 4 ⇒ (3) + 4 = 7 bludgeoning damage
If both attacks hit don't think so, but you never know, combine the damage before applying weaknesses and resistances.

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I realized I never posted a third action for Aleksandr
◆ Act Together (Aleksandr: ◆ Boost Companion, Imelia: ◆ Step)

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DC 17 Fort Save: 1d20 + 9 ⇒ (5) + 9 = 14
Aleksandr begins a haunting hymn that seems to unnerve the insects. It seems extremely effective. Weakness to area effects. Mik-Mek's dart hits the swarm dead center but it doesn't seem to injure them in the slightest. Resistance. Mik-Mek is surprised as the floor underneath his feet suddenly give way, falling into a hidden pit in the floor that drops 20 feet down. 10 Bludgeoning Fall Damage and you may use the Grab an Edge Reaction DC 14 to minimize this damage.
Rovina rushes out of the swarm as Rhuzzik tries to play pop a mole and misses horribly. Unfortunately no reactions until you after you act in the combat. Thrass tries to pummel the bugs. Crane stance doesn't seem to be doing any good as Thrass can't catch a single centipede.
Mara leaves the room and gives chase to try and catch Durvin. She gets ahold of his collar but he quickly twists free from her grasp, leaving little more than a cloak in her hands. The frightened Durvin runs around the corner where Marra hears the quick twang of the spear launching from the trap. "GWAhhhhhhh" Marra can't see what happened from around the corner but it sounded extraordinarily painful.
The swarm of centipedes crawl and slide onto Thrass, digging beneath his scales.
Swarm Damage (Thrass): 1d8 ⇒ 3 DC 21 Basic Reflex save + DC 21 Fort save for Centipede Poison
Swarm Damage (Thrass): 1d8 ⇒ 1 DC 21 Basic Reflex save + DC 21 Fort save for Centipede Poison
Centipede Poison (DC 21 Fort Save)
Stage 1 1d6 poison damage and flat-footed (1 round)
Stage 2 1d8 poison damage, clumsy 1, and flat-footed (1 round)
Round 2
------------------------------------------
Centipedes (-9)
-----------------------------------------
Aleksandr (2 Temp HP)
Mik-Mek (2 Temp HP)
Rovina (26/41; Clumsy 1; Poison Stage 2)
Rhuzzik (2 Temp HP)
Thrass (2 Temp HP)
Marra (2 Temp HP)

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Mik-Mek lets out a yelp of surprise as the ground beneath him gives way. He desperately tries to grab the edge of the pit to keep from falling.
Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
Reflex, Hero Point: 1d20 + 7 ⇒ (1) + 7 = 8
Mik-Mek drops into the hole with a thud.
ouch... Is it athletics to try to climb back up?

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Rovina steps and casts Weapons Surge and finally strikes.
attack: 1d20 + 10 ⇒ (5) + 10 = 15
damage: 2d12 + 5 ⇒ (4, 6) + 5 = 15
Her body continues to try to fight off the poison.
fort vs poison: 1d20 + 6 ⇒ (14) + 6 = 20
poison damage: 1d8 ⇒ 6
Still clumsy 1 and flat-footed
◆Step
◆Cast Weapon Surge
◆Strike
curse is now at Moderate, so I gain Fast Healing 1, but now striking only reduces the penalty by 1. Status bar will be updated for the round shortly

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Found Rhizzuk somewhere weird, put him back where he belongs.
Rhizzuk plays squish the swarm again.
squish: 1d20 + 10 ⇒ (20) + 10 = 30
b damage: 1d8 + 4 ⇒ (8) + 4 = 12
squish: 1d20 + 10 - 5 ⇒ (16) + 10 - 5 = 21
b damage: 1d8 + 4 ⇒ (8) + 4 = 12
Potentially landing a pair of heavy blows before lowering his meteor hammer down the hole for Mik-Mek.

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Aleksandr and Imelia advance closer, but not too close to the swarm.
◆ Act Together (Aleksandr: ◆ Stride, Imelia: ◆ Stride)
Aleksandr then sends more vibrations at the swarm.
◆◆ Haunting Hymn (4 sonic, DC 17 fort, only the swarm in the area)

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Thrass snaps and bites at the bugs as they cover his scales. A few might go down his throat, but there's countless more where that came from.
Reflex save: 1d20 + 9 ⇒ (10) + 9 = 19
Fortitude save: 1d20 + 7 ⇒ (13) + 7 = 20
Reflex save: 1d20 + 9 ⇒ (13) + 9 = 22
Fortitude save: 1d20 + 7 ⇒ (13) + 7 = 20
4 swarm damage, and Poison: 2d6 ⇒ (4, 3) = 7 7 poison damage, for 11 damage total.
Thrass, now in a frenzy due to all the bugs all over him, just flails around wildly, hitting whatever he can from inside the pile.
Flurry of Blows: 1d20 + 9 ⇒ (6) + 9 = 15
Flurry of Blows: 1d20 + 9 - 4 ⇒ (10) + 9 - 4 = 15
Normal Crane Wing attack: 1d20 + 9 - 8 ⇒ (6) + 9 - 8 = 7
Bugs fly all across the room as Thrass throws them everywhere, but he doesn't manage to squash any of them. He finally decides that the best course of action is to get out of there. Sadly, the only safe space leads to more Pathfinders.
Action 1: Flurry. Action 2: Punch. Action 3: run away.

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@Mik-Mek- Correct DC 14 Athletics. The pit is 20 feet deep. Keep in mind climb speeds for how high you climb.
DC 17 Fort Save: 1d20 + 9 ⇒ (9) + 9 = 18
Aleksandr continues to send a magica haunting hym into the darkness as the centipedes squirm and flee in all directions. This still isn't enough to get them to disperse completely tough. Rovna's attack misses as the poison still works its way through her veins.
Rhuzzik finds the center of the swarm and begins to stomp and smash large groups of the poisonous insects. Thrass still has difficulty getting through the mass of insects.
Marra Nelandra's Nature (T): 1d20 + 7 ⇒ (4) + 7 = 11
Marra finds she knows little about centipedes.
Round 2
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Centipedes (-30)
-----------------------------------------
Aleksandr (2 Temp HP)
Mik-Mek (9/17)
Rovina (20/41; Clumsy 1; Poison Stage 2)
Rhuzzik (2 Temp HP)
Thrass (21/30; Clumsy 1; Poison Stage 2)
Marra (2 Temp HP) 1 action

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If Rhizzuk is going to lower his meteor hammer to me, then I still need to climb at least 10' to get to it.
Scrabbling for handholds, Mik-Mek start to climb the pit to get to Rhizzuk's proffered lifeline.
Athletics to climb: 1d20 + 1 ⇒ (18) + 1 = 19
He makes it up 5 feet...
Athletics to climb: 1d20 + 1 ⇒ (4) + 1 = 5
... he makes no progress...
Athletics to climb: 1d20 + 1 ⇒ (5) + 1 = 6
... and still doesn't move.
◆◆◆ Climb

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Marra draws her blade, leaving Durvin to his own unknown fate. Meanwhile Mik-Mek begins to climb out of his own nightmare as he begins to get out of the pit.
The centipede's climb over the edges of the pits as they swarm all over Thrass and Aleksandr.
Swarm Damage (Thrass; Aleksandr): 1d8 ⇒ 7 DC 21 Basic Reflex save + DC 21 Fort save for Centipede Poison
Swarm Damage (Thrass; Aleksandr): 1d8 ⇒ 4 DC 21 Basic Reflex save + DC 21 Fort save for Centipede Poison
Centipede Poison (DC 21 Fort Save)
Stage 1 1d6 poison damage and flat-footed (1 round)
Stage 2 1d8 poison damage, clumsy 1, and flat-footed (1 round)
Round 3
------------------------------------------
Centipedes (-30)
-----------------------------------------
Aleksandr (2 Temp HP)
Mik-Mek (9/17; 15 feet down)
Rovina (20/41; Clumsy 1; Poison Stage 2)
Rhuzzik (2 Temp HP)
Thrass (21/30; Clumsy 1; Poison Stage 2)
Marra (2 Temp HP)

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Reflex: 1d20 + 6 ⇒ (12) + 6 = 18
Fortitude: 1d20 + 6 ⇒ (12) + 6 = 18
Poison Damage: 1d6 ⇒ 4
As Aleksandr is bitten, Imealia wails at those who dare assail her beloved.
Attack: 1d20 + 8 ⇒ (3) + 8 = 11
Hero Point
Attack: 1d20 + 8 ⇒ (14) + 8 = 22
Sonic Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Fortitude: 1d20 + 6 ⇒ (7) + 6 = 13
Poison Damage: 1d8 ⇒ 1
Will take my turn in a little while.

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Sorry Aleksandr! I wanted to get away from the things, but there wasn't a space available that wasn't close to an ally.
Reflex save swarm, Clumsy 1: 1d20 + 9 - 1 ⇒ (9) + 9 - 1 = 17
Fortitude save swarm: 1d20 + 7 ⇒ (12) + 7 = 19
Reflex save swarm, Clumsy 1: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10
That's a crit fail. I don't like where this is going. I'm going to use my Hero Point on that.
Reflex save swarm, Clumsy 1: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13
Fortitude save swarm: 1d20 + 7 ⇒ (3) + 7 = 10
... But now I crit fail the Fort save.
That's 11 more damage, and whatever happens with the poison. Do I take stage 1 damage again, or stage 2 now? Please roll the damage for me.
Coughing and spitting out bugs, Thrass keeps thrashing around, trying to send bugs to bug-afterlife.
Flurry of Blows: 1d20 + 9 ⇒ (8) + 9 = 17
Damage?: 1d6 + 4 ⇒ (6) + 4 = 10 bludgeoning.
Flurry of Blows: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
Whimpering, Thrass rushes out of the swarm to cry in a corner.
I wanted to grab a healing item, but apparently I've never bought emergency healing potions.
So I'm at 10 HP, minus whatever the poison happens to do to my body. This isn't looking good. :(

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Aleksandr tries to bolster himself and his eidolon, by closing some of their wounds.
◆◆ Soothe
Healing: 1d10 + 4 ⇒ (6) + 4 = 10
Feeling better he retreats. Imelia though it too angry at the swarm who damaged Aleksandr. She tries to tear it apart with another wail even though Aleksandr pleads for her to fall back.)
◆ Act Together (Aleksandr: ◆ Stride, Imelia:◆ Strike)
Strike: 1d20 + 8 ⇒ (13) + 8 = 21
Sonic Damage: 1d6 + 2 ⇒ (3) + 2 = 5
Fortitude: 1d20 + 6 ⇒ (8) + 6 = 14
Poison Damage: 1d8 ⇒ 7

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Common sense says stabbing bugs won't help much. Maybe bashing will help.
Since the bugs are seeking out targets Marra has no choice but to try and stop them.
shield bash: 1d20 + 9 ⇒ (7) + 9 = 16
blugoning damage: 1d4 + 4 ⇒ (4) + 4 = 8
If that hit and dealt full damage or if it missed then Marra will try again.
shield Bash #2: 1d20 + 9 - 5 ⇒ (18) + 9 - 5 = 22
blugoning damage: 1d4 + 4 ⇒ (1) + 4 = 5
Marra would then back into the hallway to lure the swarm away from her companions. If the first attack hit but did not deal full damage she would move to Thrass, drop her sword, and Lay on Hands.
"Avoiding them may be the best option.

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While Mik Mek struggles for a moment Rhizzuk takes a moment to smack the swarm before lowering the meteor hamemr and being ready to aid Mik Mek.
smashy face: 1d20 + 10 ⇒ (15) + 10 = 25
b damage: 1d8 + 4 ⇒ (7) + 4 = 11
athletics if needed to aid?: 1d20 + 9 ⇒ (9) + 9 = 18

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Mik-Mek begins to climb again (not much else to do)
Athletics: 1d20 + 1 ⇒ (13) + 1 = 14
and makes it 5 feet to Rhizzuk's hammer.
Does my DC improve now that I can hold on to Rhizzuk's hammer?
◆ Climb
Remaining actions pending.

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Aleksandr Reflex: 1d20 + 6 ⇒ (19) + 6 = 25
Fortitude: 1d20 + 6 ⇒ (5) + 6 = 11
Imealia's vengeful strikes finish the swarm of centipedes off as they flee into the dark recesses of the chamber. As Rhuzzik helps Mik-Mek out of the hole he put himself in you head back to see what became of Durvin. Unaware of the trap he set it off as his dead body lies slumped on the floor with a spear lodged through his lungs.
We still need to deal through these poisons.
Aleksandr has 5 rounds remaining of poison
Rovina has 3 rounds remaining of poison
Thrass has 4 rounds remaining of poison.
Aleksandr (17/19; Clumsy 1; Poison Stage 2)
Mik-Mek (9/17)
Rovina (20/41; Clumsy 1; Poison Stage 2)
Rhuzzik (2 Temp HP)
Thrass (21/30; Clumsy 1; Poison Stage 2)
Marra (2 Temp HP)

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Fortitude 1: 1d20 + 6 ⇒ (12) + 6 = 18
Poison: 1d8 ⇒ 2
Fortitude 2: 1d20 + 6 ⇒ (12) + 6 = 18
Poison: 1d8 ⇒ 4
Fortitude 3: 1d20 + 6 ⇒ (17) + 6 = 23
Poison: 1d6 ⇒ 4
Fortitude 4: 1d20 + 6 ⇒ (14) + 6 = 20
I guess I'll use my campaign coin Hero point.
Fortitude 4: 1d20 + 6 ⇒ (16) + 6 = 22
Stage 0

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Centipede Poison (DC 21 Fort Save)
Stage 1 1d6 poison damage and flat-footed (1 round)
Stage 2 1d8 poison damage, clumsy 1, and flat-footed (1 round)
fort save 1: 1d20 + 5 ⇒ (11) + 5 = 16
poison damage: 1d8 ⇒ 8
fort save 2: 1d20 + 5 ⇒ (20) + 5 = 25
critical saves lessen the stage by 2 So she is no longer poisoned.
"Well..guess..we..do..not..need..to..worry..about..him." Rovina says, her curse getting the better of her. She plants her blade into the ground and rest on her pommel, trying to control the thoughts of bloodshed and war that are ripping through her mind.
If allowed
After about 10 minutes, she is able to focus enough to fight back some of the thoughts.
Regains two focus points and her curse would go back to its Minor Stage

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Mik-Mek has medicine, but only +4 mod. I can try to help but if anyone has better, go for it

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Didn't get an answer to my question, but I assume I have to roll stage 2 poison.
Poison damage: 1d8 ⇒ 2
Poison damage: 1d8 ⇒ 2
I crit failed the second one. Do I take double damage from that?
Anyway, I'm still alive, but either at 6 or 4 HP.

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Mik-Mek heads over to Thrass and tries to help the Iruxi.
Medicine: 1d20 + 4 ⇒ (17) + 4 = 21
Healing: 2d8 ⇒ (8, 7) = 15
If we have enough time, he'll try to heal himself
Medicine: 1d20 + 4 ⇒ (12) + 4 = 16
Healing: 2d8 ⇒ (4, 3) = 7

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I crit failed the second one. Do I take double damage from that?
Anyway, I'm still alive, but either at 6 or 4 HP.
No. Crit failing on an affliction, such as poison, only worsens the poison by two stages. Since I believe, looking at the post from the GM, that it maxes out at stage 2, you just take the listed stage 2 damage again. Link to afflictions for some leisure reading.